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-rw-r--r--bin/OpenSim.ini.example224
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].