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-rw-r--r--bin/OpenSim.ini.example266
1 files changed, 162 insertions, 104 deletions
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index 6757081..842043e 100644
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -206,88 +206,19 @@
206 ;; Choose one of the physics engines below 206 ;; Choose one of the physics engines below
207 ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine 207 ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine
208 ;; OpenDynamicsEngine is by some distance the most developed physics engine 208 ;; OpenDynamicsEngine is by some distance the most developed physics engine
209 ;; BulletSim is incomplete and experimental but in active development 209 ;; BulletSim is experimental and in active development.
210 ;; basicphysics effectively does not model physics at all, making all 210 ;; basicphysics effectively does not model physics at all, making all
211 ;; objects phantom 211 ;; objects phantom.
212 ;; Default is OpenDynamicsEngine 212 ;; Default is OpenDynamicsEngine
213 ; physics = OpenDynamicsEngine 213 ; physics = OpenDynamicsEngine
214 ; physics = BulletSim 214 ; physics = BulletSim
215 ; physics = basicphysics 215 ; physics = basicphysics
216 ; physics = POS 216 ; physics = POS
217 217
218 ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
219 ;; Permission modules to use, separated by comma.
220 ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
221 ; permissionmodules = DefaultPermissionsModule
222
223 ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
224 ;; These are the parameters for the default permissions module
225 ;;
226 ;; If set to false, then, in theory, the server never carries out
227 ;; permission checks (allowing anybody to copy
228 ;; any item, etc. This may not yet be implemented uniformally.
229 ;; If set to true, then all permissions checks are carried out
230 ; serverside_object_permissions = true
231
232 ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
233 ;; This allows users with a UserLevel of 200 or more to assume god
234 ;; powers in the regions in this simulator.
235 ; allow_grid_gods = false
236
237 ;; This allows some control over permissions
238 ;; please note that this still doesn't duplicate SL, and is not intended to
239 ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
240 ;; Allow region owners to assume god powers in their regions
241 ; region_owner_is_god = true
242
243 ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
244 ;; Allow region managers to assume god powers in regions they manage
245 ; region_manager_is_god = false
246
247 ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
248 ;; Allow parcel owners to assume god powers in their parcels
249 ; parcel_owner_is_god = true
250
251 ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
252 ;; More control over permissions
253 ;; This is definitely not SL!
254 ;; Provides a simple control for land owners to give build rights to
255 ;; specific avatars in publicly accessible parcels that disallow object
256 ;; creation in general.
257 ;; Owners specific avatars by adding them to the Access List of the parcel
258 ;; without having to use the Groups feature
259 ; simple_build_permissions = false
260
261
262 ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine 218 ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
263 ;; Default script engine to use. Currently, we only have XEngine 219 ;; Default script engine to use. Currently, we only have XEngine
264 ; DefaultScriptEngine = "XEngine" 220 ; DefaultScriptEngine = "XEngine"
265 221
266 ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
267 ;; Map tile options. You can choose to generate no map tiles at all,
268 ;; generate normal maptiles, or nominate an uploaded texture to
269 ;; be the map tile
270 ; GenerateMaptiles = true
271
272 ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
273 ;; If desired, a running region can update the map tiles periodically
274 ;; to reflect building activity. This names no sense of you don't have
275 ;; prims on maptiles. Value is in seconds.
276 ; MaptileRefresh = 0
277
278 ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
279 ;; If not generating maptiles, use this static texture asset ID
280 ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
281
282 ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
283 ;; Use terrain texture for maptiles if true, use shaded green if false
284 ; TextureOnMapTile = true
285
286 ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
287 ;; Draw objects on maptile. This step might take a long time if you've
288 ;; got a large number of objects, so you can turn it off here if you'd like.
289 ; DrawPrimOnMapTile = true
290
291 ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080 222 ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
292 ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if 223 ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
293 ;; required 224 ;; required
@@ -320,6 +251,8 @@
320 ;; default is false 251 ;; default is false
321 ; TelehubAllowLandmark = false 252 ; TelehubAllowLandmark = false
322 253
254
255[AccessControl]
323 ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {} 256 ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
324 ;; Bar (|) separated list of viewers which may gain access to the regions. 257 ;; Bar (|) separated list of viewers which may gain access to the regions.
325 ;; One can use a substring of the viewer name to enable only certain 258 ;; One can use a substring of the viewer name to enable only certain
@@ -328,7 +261,7 @@
328 ;; - "Imprudence" has access 261 ;; - "Imprudence" has access
329 ;; - "Imprudence 1.3" has access 262 ;; - "Imprudence 1.3" has access
330 ;; - "Imprudence 1.3.1" has no access 263 ;; - "Imprudence 1.3.1" has no access
331 ; AllowedViewerList = 264 ; AllowedClients =
332 265
333 ;# {BannedClients} {} {Bar (|) separated list of banned clients} {} 266 ;# {BannedClients} {} {Bar (|) separated list of banned clients} {}
334 ;# Bar (|) separated list of viewers which may not gain access to the regions. 267 ;# Bar (|) separated list of viewers which may not gain access to the regions.
@@ -338,7 +271,87 @@
338 ;; - "Imprudence" has no access 271 ;; - "Imprudence" has no access
339 ;; - "Imprudence 1.3" has no access 272 ;; - "Imprudence 1.3" has no access
340 ;; - "Imprudence 1.3.1" has access 273 ;; - "Imprudence 1.3.1" has access
341 ; BannedViewerList = 274 ; BannedClients =
275
276
277[Map]
278 ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
279 ;; Map tile options.
280 ;; If true, then maptiles are generated using the MapImageModule below.
281 ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overriden
282 ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
283 ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
284 ; GenerateMaptiles = true
285
286 ;# {MapImageModule} [] {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
287 ;; The module to use in order to generate map images.
288 ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
289 ;; generate better images.
290 ;MapImageModule = "MapImageModule"
291
292 ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
293 ;; If desired, a running region can update the map tiles periodically
294 ;; to reflect building activity. This names no sense of you don't have
295 ;; prims on maptiles. Value is in seconds.
296 ; MaptileRefresh = 0
297
298 ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
299 ;; If not generating maptiles, use this static texture asset ID
300 ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
301
302 ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
303 ;; Use terrain texture for maptiles if true, use shaded green if false
304 ; TextureOnMapTile = true
305
306 ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
307 ;; Draw objects on maptile. This step might take a long time if you've
308 ;; got a large number of objects, so you can turn it off here if you'd like.
309 ; DrawPrimOnMapTile = true
310
311
312[Permissions]
313 ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
314 ;; Permission modules to use, separated by comma.
315 ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
316 ; permissionmodules = DefaultPermissionsModule
317
318 ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
319 ;; These are the parameters for the default permissions module
320 ;;
321 ;; If set to false, then, in theory, the server never carries out
322 ;; permission checks (allowing anybody to copy
323 ;; any item, etc. This may not yet be implemented uniformally.
324 ;; If set to true, then all permissions checks are carried out
325 ; serverside_object_permissions = true
326
327 ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
328 ;; This allows users with a UserLevel of 200 or more to assume god
329 ;; powers in the regions in this simulator.
330 ; allow_grid_gods = false
331
332 ;; This allows some control over permissions
333 ;; please note that this still doesn't duplicate SL, and is not intended to
334 ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
335 ;; Allow region owners to assume god powers in their regions
336 ; region_owner_is_god = true
337
338 ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
339 ;; Allow region managers to assume god powers in regions they manage
340 ; region_manager_is_god = false
341
342 ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
343 ;; Allow parcel owners to assume god powers in their parcels
344 ; parcel_owner_is_god = true
345
346 ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
347 ;; More control over permissions
348 ;; This is definitely not SL!
349 ;; Provides a simple control for land owners to give build rights to
350 ;; specific avatars in publicly accessible parcels that disallow object
351 ;; creation in general.
352 ;; Owners specific avatars by adding them to the Access List of the parcel
353 ;; without having to use the Groups feature
354 ; simple_build_permissions = false
342 355
343 356
344[Estates] 357[Estates]
@@ -524,15 +537,28 @@
524 ; shout_distance = 100 537 ; shout_distance = 100
525 538
526 539
540[EntityTransfer]
541 ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
542 ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
543 ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
544 ;DisableInterRegionTeleportCancellation = false
545
546
527[Messaging] 547[Messaging]
528 ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule *} 548 ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
529 ;; Module to handle offline messaging. The core module requires an external 549 ;; Module to handle offline messaging. The core module requires an external
530 ;; web service to do this. See OpenSim wiki. 550 ;; web service to do this. See OpenSim wiki.
531 ; OfflineMessageModule = OfflineMessageModule 551 ; OfflineMessageModule = OfflineMessageModule
552 ;; Or, alternatively, use this one, which works for both standalones and grids
553 ; OfflineMessageModule = "Offline Message Module V2"
554
555 ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
556 ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
557 ; OfflineMessageURL = http://yourserver/Offline.php or http://yourrobustserver:8003
532 558
533 ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule} {URL of offline messaging service} {} 559 ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
534 ;; URL of web service for offline message storage 560 ;; For standalones, this is the storage dll.
535 ; OfflineMessageURL = http://yourserver/Offline.php 561 ; StorageProvider = OpenSim.Data.MySQL.dll
536 562
537 ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule 563 ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
538 ;; Mute list handler (not yet implemented). MUST BE SET to allow offline 564 ;; Mute list handler (not yet implemented). MUST BE SET to allow offline
@@ -744,13 +770,6 @@
744 ;; The trade-off may be increased memory usage by the script engine. 770 ;; The trade-off may be increased memory usage by the script engine.
745 ; ThreadStackSize = 262144 771 ; ThreadStackSize = 262144
746 772
747 ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} (true false) true
748 ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
749 ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
750 ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
751 ;; by scripts have changed.
752 ; DeleteScriptsOnStartup = true
753
754 ;; Set this to true (the default) to load each script into a separate 773 ;; Set this to true (the default) to load each script into a separate
755 ;; AppDomain. 774 ;; AppDomain.
756 ;; 775 ;;
@@ -763,6 +782,23 @@
763 ;; Some Windows users have also reported script loading problems when AppDomainLoading = false 782 ;; Some Windows users have also reported script loading problems when AppDomainLoading = false
764 ; AppDomainLoading = true 783 ; AppDomainLoading = true
765 784
785 ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
786 ;; co-op will be more stable but this option is currently experimental.
787 ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
788 ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
789 ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
790 ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
791 ;; Current valid values are "abort" and "co-op"
792 ; ScriptStopStrategy = abort
793
794
795 ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} (true false) true
796 ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
797 ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
798 ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
799 ;; by scripts have changed.
800 ; DeleteScriptsOnStartup = true
801
766 ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl 802 ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
767 ;; Default language for scripts 803 ;; Default language for scripts
768 ; DefaultCompileLanguage = "lsl" 804 ; DefaultCompileLanguage = "lsl"
@@ -786,8 +822,9 @@
786 ;; Allow the use of os* functions (some are dangerous) 822 ;; Allow the use of os* functions (some are dangerous)
787 ; AllowOSFunctions = false 823 ; AllowOSFunctions = false
788 824
789 ;# {AllowLightShareFunctions} {Enabled:true [LightShare]enable_windlight:true} {Allow LightShare functions?} {true false} true 825 ;# {AllowLightShareFunctions} {Enabled:false [LightShare]enable_windlight:true} {Allow LightShare functions?} {true false} false
790 ; Allow the user of LightShare functions 826 ; Allow the use of LightShare functions.
827 ; The setting enable_windlight = true must also be enabled in the [LightShare] section.
791 ; AllowLightShareFunctions = false 828 ; AllowLightShareFunctions = false
792 829
793 ;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow 830 ;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow
@@ -908,33 +945,54 @@
908 ;; Enables the groups module 945 ;; Enables the groups module
909 ; Enabled = false 946 ; Enabled = false
910 947
911 ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {} Default 948 ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
912 ;; This is the current groups stub in Region.CoreModules.Avatar.Groups. 949 ;; The default module can use a PHP XmlRpc server from the Flotsam project at
913 ;; All the other settings below only really apply to the Flotsam/SimianGrid
914 ;; GroupsModule.
915 ;; This module can use a PHP XmlRpc server from the Flotsam project at
916 ;; http://code.google.com/p/flotsam/ 950 ;; http://code.google.com/p/flotsam/
917 ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse 951 ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
918 ; Module = Default 952 ; Module = Default
919 953 ;; or... use Groups Module V2, which works for standalones and robust grids
920 ;# {MessagingEnabled} {Module:GroupsModule} {Is groups messaging enabled?} {true false} true 954 ; Module = "Groups Module V2"
921 ; MessagingEnabled = true 955
922 956 ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
923 ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule} GroupsMessagingModule 957 ; StorageProvider = OpenSim.Data.MySQL.dll
924 ; MessagingModule = GroupsMessagingModule 958
925 959 ;# {ServicesConnectorModule} {Module:GroupsModule Module:Groups Module V2} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector "Groups Local Service Connector" "Groups Remote Service Connector" "Groups HG Service Connector"} XmlRpcGroupsServicesConnector
926 ;# {ServicesConnectorModule} {Module:GroupsModule} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector} XmlRpcGroupsServicesConnector 960 ;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
927 ;; Service connectors to the Groups Service as used in the GroupsModule. Select one depending on 961 ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
928 ;; whether you're using a Flotsam XmlRpc backend or a SimianGrid backend 962 ;; -- for Simian Groups use SimianGroupsServicesConnector
963 ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
964 ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
965 ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
966 ;; Note that the quotes "" around the words are important!
929 ; ServicesConnectorModule = XmlRpcGroupsServicesConnector 967 ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
930 968
931 ;# {GroupsServerURI} {Module:GroupsModule} {Groups Server URI} {} 969 ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
932 ;; URI for the groups services 970 ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
971 ; LocalService = local
972
973 ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
974 ;; URI for the groups services of this grid
933 ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc 975 ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
934 ;; or http://mygridserver.com:82/Grid/ for SimianGrid 976 ;; or http://mygridserver.com:82/Grid/ for SimianGrid
977 ;; or http:://mygridserver.com:8003 for robust, V2
978 ;; Leave it commented for standalones, V2
935 ; GroupsServerURI = "" 979 ; GroupsServerURI = ""
936 980
937 ;# {NoticesEnabled} {Module:GroupsModule} {Enable group notices?} {true false} true 981 ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
982 ;; Used for V2 in HG only. For example
983 ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
984 ;; If you have this set under [Startup], no need to set it here, leave it commented
985 ; HomeURI = ""
986
987 ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
988 ; MessagingEnabled = true
989
990 ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
991 ; MessagingModule = GroupsMessagingModule
992 ;; or use V2 for Groups V2
993 ; MessagingModule = "Groups Messaging Module V2"
994
995 ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
938 ;; Enable Group Notices 996 ;; Enable Group Notices
939 ; NoticesEnabled = true 997 ; NoticesEnabled = true
940 998