diff options
Diffstat (limited to '')
-rw-r--r-- | bin/OpenSim.ini.example | 224 |
1 files changed, 54 insertions, 170 deletions
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index 79d57d2..927eb7a 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example | |||
@@ -38,8 +38,22 @@ | |||
38 | 38 | ||
39 | ; Sets the method that OpenSim will use to fire asynchronous | 39 | ; Sets the method that OpenSim will use to fire asynchronous |
40 | ; events. Valid values are UnsafeQueueUserWorkItem, | 40 | ; events. Valid values are UnsafeQueueUserWorkItem, |
41 | ; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread | 41 | ; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread. |
42 | ; async_call_method = SmartThreadPool | 42 | ; SmartThreadPool is reported to work well on Mono/Linux, but |
43 | ; UnsafeQueueUserWorkItem has been benchmarked with better | ||
44 | ; performance on .NET/Windows | ||
45 | ;async_call_method = SmartThreadPool | ||
46 | |||
47 | ; There are several operations on large collections (such as | ||
48 | ; the current avatar list) that can be run synchronously or | ||
49 | ; in parallel. Running in parallel should increase performance | ||
50 | ; on a multi-core system, but will make debugging more | ||
51 | ; difficult if something deadlocks or times out | ||
52 | use_async_when_possible = false | ||
53 | |||
54 | ; Max threads to allocate on the FireAndForget thread pool | ||
55 | ; when running with the SmartThreadPool option above | ||
56 | MaxPoolThreads = 15 | ||
43 | 57 | ||
44 | ; ## | 58 | ; ## |
45 | ; ## CLIENTS | 59 | ; ## CLIENTS |
@@ -51,9 +65,6 @@ | |||
51 | ; Set this to the DLL containing the client stack to use. | 65 | ; Set this to the DLL containing the client stack to use. |
52 | clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll" | 66 | clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll" |
53 | 67 | ||
54 | ; Max threads to allocate on the FireAndForget pool | ||
55 | MaxPoolThreads = 15 | ||
56 | |||
57 | ; ## | 68 | ; ## |
58 | ; ## REGIONS | 69 | ; ## REGIONS |
59 | ; ## | 70 | ; ## |
@@ -207,7 +218,6 @@ | |||
207 | ; ## SCRIPT ENGINE | 218 | ; ## SCRIPT ENGINE |
208 | ; ## | 219 | ; ## |
209 | 220 | ||
210 | ;DefaultScriptEngine = "ScriptEngine.DotNetEngine" | ||
211 | DefaultScriptEngine = "XEngine" | 221 | DefaultScriptEngine = "XEngine" |
212 | 222 | ||
213 | ; ## | 223 | ; ## |
@@ -351,8 +361,9 @@ | |||
351 | ; already separated from packet handling with a queue, so this will only | 361 | ; already separated from packet handling with a queue, so this will only |
352 | ; affect whether networking internals such as packet decoding and | 362 | ; affect whether networking internals such as packet decoding and |
353 | ; acknowledgement accounting are done synchronously or asynchronously | 363 | ; acknowledgement accounting are done synchronously or asynchronously |
354 | async_packet_handling = false | 364 | ; |
355 | 365 | ;async_packet_handling = false | |
366 | |||
356 | ; The client socket receive buffer size determines how many | 367 | ; The client socket receive buffer size determines how many |
357 | ; incoming requests we can process; the default on .NET is 8192 | 368 | ; incoming requests we can process; the default on .NET is 8192 |
358 | ; which is about 2 4k-sized UDP datagrams. On mono this is | 369 | ; which is about 2 4k-sized UDP datagrams. On mono this is |
@@ -367,22 +378,26 @@ | |||
367 | ; by the system's settings for the maximum client receive buffer | 378 | ; by the system's settings for the maximum client receive buffer |
368 | ; size (on linux systems you can set that with "sysctl -w | 379 | ; size (on linux systems you can set that with "sysctl -w |
369 | ; net.core.rmem_max=X") | 380 | ; net.core.rmem_max=X") |
381 | ; | ||
370 | ;client_socket_rcvbuf_size = 8388608 | 382 | ;client_socket_rcvbuf_size = 8388608 |
371 | 383 | ||
372 | ; Maximum outbound bytes per second for a single scene. This can be used to | 384 | ; Maximum outbound bytes per second for a single scene. This can be used to |
373 | ; throttle total outbound UDP traffic for a simulator. The default value is | 385 | ; throttle total outbound UDP traffic for a simulator. The default value is |
374 | ; 0, meaning no throttling at the scene level. The example given here is | 386 | ; 0, meaning no throttling at the scene level. The example given here is |
375 | ; 20 megabits | 387 | ; 20 megabits |
388 | ; | ||
376 | ;scene_throttle_max_bps = 2621440 | 389 | ;scene_throttle_max_bps = 2621440 |
377 | 390 | ||
378 | ; Maximum bits per second to send to any single client. This will override | 391 | ; Maximum bits per second to send to any single client. This will override |
379 | ; the user's viewer preference settings. The default value is 0, meaning no | 392 | ; the user's viewer preference settings. The default value is 0, meaning no |
380 | ; aggregate throttling on clients (only per-category throttling). The | 393 | ; aggregate throttling on clients (only per-category throttling). The |
381 | ; example given here is 1.5 megabits | 394 | ; example given here is 1.5 megabits |
395 | ; | ||
382 | ;client_throttle_max_bps = 196608 | 396 | ;client_throttle_max_bps = 196608 |
383 | 397 | ||
384 | ; Per-client bytes per second rates for the various throttle categories. | 398 | ; Per-client bytes per second rates for the various throttle categories. |
385 | ; These are default values that will be overriden by clients | 399 | ; These are default values that will be overriden by clients |
400 | ; | ||
386 | ;resend_default = 12500 | 401 | ;resend_default = 12500 |
387 | ;land_default = 500 | 402 | ;land_default = 500 |
388 | ;wind_default = 500 | 403 | ;wind_default = 500 |
@@ -395,6 +410,7 @@ | |||
395 | ; Per-client maximum burst rates in bytes per second for the various | 410 | ; Per-client maximum burst rates in bytes per second for the various |
396 | ; throttle categories. These are default values that will be overriden by | 411 | ; throttle categories. These are default values that will be overriden by |
397 | ; clients | 412 | ; clients |
413 | ; | ||
398 | ;resend_limit = 18750 | 414 | ;resend_limit = 18750 |
399 | ;land_limit = 29750 | 415 | ;land_limit = 29750 |
400 | ;wind_limit = 18750 | 416 | ;wind_limit = 18750 |
@@ -403,6 +419,28 @@ | |||
403 | ;texture_limit = 55750 | 419 | ;texture_limit = 55750 |
404 | ;asset_limit = 27500 | 420 | ;asset_limit = 27500 |
405 | ;state_limit = 37000 | 421 | ;state_limit = 37000 |
422 | |||
423 | ; Configures how ObjectUpdates are aggregated. These numbers | ||
424 | ; do not literally mean how many updates will be put in each | ||
425 | ; packet that goes over the wire, as packets are | ||
426 | ; automatically split on a 1400 byte boundary. These control | ||
427 | ; the balance between responsiveness of interest list updates | ||
428 | ; and total throughput. Higher numbers will ensure more full- | ||
429 | ; sized packets and faster sending of data, but more delay in | ||
430 | ; updating interest lists | ||
431 | ; | ||
432 | ;PrimTerseUpdatesPerPacket = 25 | ||
433 | ;AvatarTerseUpdatesPerPacket = 10 | ||
434 | ;PrimFullUpdatesPerPacket = 100 | ||
435 | |||
436 | ; TextureSendLimit determines how many packets will be put on | ||
437 | ; the outgoing queue each cycle. Like the settings above, this | ||
438 | ; is a balance between responsiveness to priority updates and | ||
439 | ; total throughput. Higher numbers will give a better | ||
440 | ; throughput at the cost of reduced responsiveness to client | ||
441 | ; priority changes or transfer aborts | ||
442 | ; | ||
443 | ;TextureSendLimit = 20 | ||
406 | 444 | ||
407 | [Chat] | 445 | [Chat] |
408 | ; Controls whether the chat module is enabled. Default is true. | 446 | ; Controls whether the chat module is enabled. Default is true. |
@@ -787,137 +825,12 @@ | |||
787 | ; Density of tree population | 825 | ; Density of tree population |
788 | tree_density = 1000.0 | 826 | tree_density = 1000.0 |
789 | 827 | ||
828 | |||
790 | [VectorRender] | 829 | [VectorRender] |
791 | 830 | ||
792 | ; the font to use for rendering text (default: Arial) | 831 | ; the font to use for rendering text (default: Arial) |
793 | ; font_name = "Arial" | 832 | ; font_name = "Arial" |
794 | 833 | ||
795 | [ScriptEngine.DotNetEngine] | ||
796 | Enabled = true | ||
797 | |||
798 | ScriptDelayFactor = 1.0 | ||
799 | ScriptDistanceLimitFactor = 1.0 | ||
800 | |||
801 | ; Maximum length of notecard line read | ||
802 | ; Increasing this to large values potentially opens | ||
803 | ; up the system to malicious scripters | ||
804 | ; NotecardLineReadCharsMax = 255 | ||
805 | |||
806 | ; | ||
807 | ; These settings are specific to DotNetEngine script engine | ||
808 | ; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file. | ||
809 | ; | ||
810 | |||
811 | ; When a script receives an event the event is queued. | ||
812 | ; Any free thread will start executing this event. One script can only have one event executed simultaneously. | ||
813 | ; If you have only one thread, and one script has a loop or does a lot of work, then no other scripts can run at the same time. | ||
814 | ; Same if you have 10 threads, then only 10 scripts can be run simultaneously. | ||
815 | ; But because most scripts exit after their task, the threads are free to go on to the next script. | ||
816 | |||
817 | ; Refresh ScriptEngine config options (these settings) every xx seconds | ||
818 | ; 0 = Do not refresh | ||
819 | ; Set it to number of seconds between refresh, for example 30. | ||
820 | ; Will allow you to change ScriptEngine settings while server is running just by using "CONFIG SET" on console | ||
821 | ; For example to increase or decrease number of threads: CONFIG SET NumberOfScriptThreads 10 | ||
822 | ; NOTE! Disabled for now. Feature does not work. | ||
823 | RefreshConfig=0 | ||
824 | |||
825 | ; Number of threads to use for script event execution | ||
826 | ; Threads are shared across all regions | ||
827 | NumberOfScriptThreads=2 | ||
828 | |||
829 | ; Script event execution thread priority inside application. | ||
830 | ; Valid values: Lowest, BelowNormal, Normal, AboveNormal, Highest | ||
831 | ScriptThreadPriority=BelowNormal | ||
832 | |||
833 | ; How long MAX should a script event be allowed to run (per event execution)? | ||
834 | ; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function | ||
835 | ; There is also a small speed penalty for every kill that is made | ||
836 | MaxEventExecutionTimeMs=5000 | ||
837 | |||
838 | ; Should we enable the max script event execution thread to look for scripts that exceed their timeslice? | ||
839 | EnforceMaxEventExecutionTime=true | ||
840 | |||
841 | ; Should we stop the script completely when time exceeds? | ||
842 | ; This is useful if you have a high <MaxEventExecutionTimeMs> and want to deactivate scripts that go wrong | ||
843 | ; Note that for example physics engine can slow down the system and make scripts spend more time | ||
844 | DeactivateScriptOnTimeout=false | ||
845 | |||
846 | ; If no scripts have executed in this pass how long should we sleep before checking again | ||
847 | ; Impact: | ||
848 | ; Too low and you will waste lots of CPU | ||
849 | ; Too high and people touching object or similar will have to wait up to this amount of time before script responding | ||
850 | SleepTimeIfNoScriptExecutionMs=50 | ||
851 | |||
852 | ; AppDomains are used for two things: | ||
853 | ; * Security: Scripts inside AppDomains are limited in permissions. | ||
854 | ; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded. | ||
855 | ; AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims). | ||
856 | ; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead. | ||
857 | ScriptsPerAppDomain=1 | ||
858 | |||
859 | ; MaintenanceLoop | ||
860 | ; How often to run maintenance loop | ||
861 | ; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time | ||
862 | MaintenanceLoopms=50 | ||
863 | |||
864 | ; How many maintenanceloops between each of these. | ||
865 | ; (if 2 then function will be executed every MaintenanceLoopms*2 ms) | ||
866 | ; Script loading/unloading | ||
867 | |||
868 | ; How long load/unload thread should sleep if there is nothing to do | ||
869 | ; Higher value makes it respond slower when scripts are added/removed from prims | ||
870 | ; But once active it will process all in queue before sleeping again | ||
871 | MaintenanceLoopTicks_ScriptLoadUnload=1 | ||
872 | |||
873 | ; Other tasks | ||
874 | ; check if we need to reload config, adjust running config and enforce max execution time | ||
875 | MaintenanceLoopTicks_Other=10 | ||
876 | |||
877 | ; Allow the use of os* functions (some are dangerous) | ||
878 | ; Default is false | ||
879 | AllowOSFunctions = false | ||
880 | |||
881 | ; Threat level to allow if os functions are enabled | ||
882 | ; One of None, VeryLow, Low, Moderate, High, VeryHigh, Severe | ||
883 | ; Default is VeryLow | ||
884 | OSFunctionThreatLevel = VeryLow | ||
885 | |||
886 | ; Maximum number of items in load/unload queue before we start rejecting loads | ||
887 | ; Note that we will only be rejecting load. Unloads will still be able to queue. | ||
888 | LoadUnloadMaxQueueSize=100 | ||
889 | |||
890 | ; Maximum number of (LSL) events that can be queued before new events are ignored. | ||
891 | EventExecutionMaxQueueSize=300 | ||
892 | |||
893 | ; Async LL command sleep | ||
894 | ; If no async LL commands are waiting, how long should thread sleep before checking again | ||
895 | ; Async LL commands are LSL-commands that causes an event to be fired back with result | ||
896 | ; currently unused | ||
897 | ; AsyncLLCommandLoopms=50 | ||
898 | |||
899 | ; When script is converted from LSL to C#, or just plain compiled, a copy of the script source will be put in the ScriptEngine folder | ||
900 | WriteScriptSourceToDebugFile=false | ||
901 | |||
902 | ; Specify default script compiler | ||
903 | ; If you do not specify //cs, //vb, //js or //lsl tag as the first characters of your script then the default compiler will be chosen | ||
904 | ; Valid languages are: lsl, cs, js and vb | ||
905 | DefaultCompileLanguage=lsl | ||
906 | |||
907 | ; Specify what compilers are allowed to be used | ||
908 | ; Note vb only works on Windows for now (Mono lacks VB compile support) | ||
909 | ; Valid languages are: lsl, cs, js and vb | ||
910 | ; AllowedCompilers=lsl,cs,js,vb. *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk. | ||
911 | AllowedCompilers=lsl | ||
912 | |||
913 | ; Compile scripts with debugging | ||
914 | ; Probably a thousand times slower, but gives you a line number when something goes wrong. | ||
915 | CompileWithDebugInformation=true | ||
916 | |||
917 | ; Remove old scripts on next startup | ||
918 | ; currently unused | ||
919 | ;CleanUpOldScriptsOnStartup=true | ||
920 | |||
921 | 834 | ||
922 | [LL-Functions] | 835 | [LL-Functions] |
923 | ; Set the following to true to allow administrator owned scripts to execute console commands | 836 | ; Set the following to true to allow administrator owned scripts to execute console commands |
@@ -1361,43 +1274,14 @@ | |||
1361 | ;RecycleDataBlocks = true; | 1274 | ;RecycleDataBlocks = true; |
1362 | 1275 | ||
1363 | 1276 | ||
1364 | [LLClient] | ||
1365 | ; Resend packets markes as reliable until they are received | ||
1366 | ; | ||
1367 | ;ReliableIsImportant = false | ||
1368 | |||
1369 | ; Maximum number of times to resend packets marked reliable | ||
1370 | ; | ||
1371 | ;MaxReliableResends = 3 | ||
1372 | |||
1373 | ; Configures how ObjectUpdates are compressed. | ||
1374 | ; | ||
1375 | ;TerseUpdatesPerPacket=10 | ||
1376 | ;FullUpdatesPerPacket=14 | ||
1377 | ;TerseUpdateRate=10 | ||
1378 | ;FullUpdateRate=14 | ||
1379 | |||
1380 | ;PacketMTU = 1400 | ||
1381 | |||
1382 | ; TextureSendLimit determines how many different textures | ||
1383 | ; will be considered on each cycle. Textures are selected | ||
1384 | ; by priority. The old mechanism specified a value of 10 for | ||
1385 | ; this parameter. | ||
1386 | ; | ||
1387 | ;TextureSendLimit = 10 | ||
1388 | |||
1389 | ; TextureDataLimit determines how many packets will be sent for | ||
1390 | ; each of the selected textures. Default is 5. | ||
1391 | ; | ||
1392 | ;TextureDataLimit = 5 | ||
1393 | |||
1394 | [InterestManagement] | 1277 | [InterestManagement] |
1395 | ; This section controls how state updates are prioritized for each client | 1278 | ; This section controls how state updates are prioritized for each client |
1396 | UpdatePrioritizationScheme = Distance | 1279 | ; Valid values are Time, Distance, SimpleAngularDistance, and FrontBack |
1397 | ReprioritizeUpdate = true | 1280 | UpdatePrioritizationScheme = FrontBack |
1398 | RootUpdateReprioritizationDistance = 10.0 | 1281 | ReprioritizationEnabled = true |
1399 | ChildUpdateReprioritizationDistance = 20.0 | 1282 | ReprioritizationInterval = 2000.0 |
1400 | ReprioritizeUpdatesInterval = 5000.0 | 1283 | RootReprioritizationDistance = 10.0 |
1284 | ChildReprioritizationDistance = 20.0 | ||
1401 | 1285 | ||
1402 | ;; | 1286 | ;; |
1403 | ;; These are defaults that are overwritten below in [Architecture]. | 1287 | ;; These are defaults that are overwritten below in [Architecture]. |