From 58783a5216b81863988110174229a65ceb315e1e Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Fri, 4 Nov 2016 00:46:34 +1000 Subject: Attempt to move everything writable, and the configs, out of the bin directory. Log configs are still in the bin directory. --- config/OpenSim.ini | 1162 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1162 insertions(+) create mode 100644 config/OpenSim.ini (limited to 'config/OpenSim.ini') diff --git a/config/OpenSim.ini b/config/OpenSim.ini new file mode 100644 index 0000000..899c685 --- /dev/null +++ b/config/OpenSim.ini @@ -0,0 +1,1162 @@ +;; This is the main configuration file for OpenSimulator. +;; If it's named OpenSim.ini then it will be loaded by OpenSimulator. +;; If it's named OpenSim.ini.example then you will need to copy it to +;; OpenSim.ini first (if that file does not already exist) +;; +;; Once you have copied OpenSim.ini.example to OpenSim.ini you will at least +;; need to set the constants in the [Const] section and pick an architecture +;; in the [Architecture] section at the end of this file. The architecture +;; will require a suitable .ini file in the config-include directory, either +;; StandaloneCommon.ini or GridCommon.ini which you can copy and modify from the +;; available .example files. +;; +;; The settings in this file are in the form " = ". For example, +;; save_crashes = false in the [Startup] section below. +;; +;; All settings are initially commented out and the default value used, as +;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by +;; deleting the initial semicolon (;) and then change the value. This will +;; override the value in OpenSimDefaults.ini +;; +;; If you want to find out what configuration OpenSimulator has finished with +;; once all the configuration files are loaded then type "config show" on the +;; region console command line. +;; +;; +;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE +;; +;; All leading white space is ignored, but preserved. +;; +;; Double semicolons denote a text comment +;; +;; ;# denotes a configuration directive description +;; formatted as: +;; {option} {depends on} {question to ask} {choices} default value +;; Any text comments following the declaration, up to the next blank line. +;; will be copied to the generated file (NOTE: generation is not yet +;; implemented) +;; +;; A * in the choices list will allow an empty entry. +;; An empty question will set the default if the dependencies are +;; satisfied. +;; +;; ; denotes a commented out option. +;; Any options added to OpenSim.ini.example should be initially commented +;; out. + + +[Const] + ; For a grid these will usually be the externally accessible IP/DNS + ; name and use default public port 8002 and default private port 8003 + ; For a standalone this will usually be the externally accessible IP/DNS + ; name and use default public port 9000. The private port is not used + ; in the configuration for a standalone. + + ;# {BaseURL} {} {BaseURL} {"http://example.com" "http://127.0.0.1"} "http://127.0.0.1" + BaseURL = http://127.0.0.1 + + ;# {PublicPort} {} {PublicPort} {8002 9000} "8002" + PublicPort = "8002" + + ;# {PrivatePort} {} {PrivatePort} {8003} "8003" + PrivatePort = "8003" + + +[Startup] + ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) " + ;; Console prompt + ;; Certain special characters can be used to customize the prompt + ;; Currently, these are + ;; \R - substitute region name + ;; \\ - substitute \ + ; ConsolePrompt = "Region (\R) " + + ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true + ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false) + ; ConsoleHistoryFileEnabled = true + + ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt + ;; The history file can be just a filename (relative to OpenSim's bin/ directory + ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/) + ; ConsoleHistoryFile = "OpenSimConsoleHistory.txt" + + ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100 + ;; How many lines of command history should we keep? (default is 100) + ; ConsoleHistoryFileLines = 100 + + ;# {save_crashes} {} {Save crashes to disk?} {true false} false + ;; Set this to true if you want to log crashes to disk + ;; this can be useful when submitting bug reports. + ;; However, this will only log crashes within OpenSimulator that cause the + ;; entire program to exit + ;; It will not log crashes caused by virtual machine failures, which + ;; includes mono and ODE failures. + ;; You will need to capture these native stack traces by recording the + ;; session log itself. + ; save_crashes = false + + ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes + ;; Directory to save crashes to if above is enabled + ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt) + ; crash_dir = "crashes" + + ;# {PIDFile} {} {Path to PID file?} {} + ;; Place to create a PID file + ; PIDFile = "/tmp/OpenSim.exe.pid" + + ;# {RegistryLocation} {} {Addins Registry Location} {} + ; Set path to directory for addin registry if you want addins outside of bin. + ; Information about the registered repositories and installed plugins will + ; be stored here. The OpenSim.exe process must have R/W access to the location. + ; RegistryLocation = "." + + ;# {ConfigDirectory} {} {Set path to directory for modular ini files} {} + ; Used by region module addins. You can set this to outside bin, so that addin + ; configurations will survive updates. The OpenSim.exe process must have R/W access + ; to the location. + ; ConfigDirectory = "." + + ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem + ;; Determine where OpenSimulator looks for the files which tell it + ;; which regions to server + ;; Default is "filesystem" + ; region_info_source = "filesystem" + ; region_info_source = "web" + + ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions + ;; Determines where the region XML files are stored if you are loading + ;; these from the filesystem. + ;; Defaults to bin/Regions in your OpenSimulator installation directory + ; regionload_regionsdir="C:\somewhere\xmlfiles\" + + ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {} + ;; Determines the page from which regions xml is retrieved if you are + ;; loading these from the web. + ;; The XML here has the same format as it does on the filesystem + ;; (including the tag), except that everything is also enclosed + ;; in a tag. + ; regionload_webserver_url = "http://example.com/regions.xml"; + + ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false + ;; Allow the simulator to start up if there are no region configuration available + ;; from the selected region_info_source. + ; allow_regionless = false + + ;# {MaxPrimUndos} {} {Maximum number of undos avialable for position, rotation and scale changes of each prim} {} 20 + ;; Increasing the number of undos available number will increase memory usage. + MaxPrimUndos = 20 + + ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001 + ;; Minimum size for non-physical prims. Affects resizing of existing + ;; prims. This can be overridden in the region config file (as + ;; NonPhysicalPrimMin!). + ; NonPhysicalPrimMin = 0.001 + + ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256 + ;; Maximum size for non-physical prims. Affects resizing of existing + ;; prims. This can be overridden in the region config file (as + ;; NonPhysicalPrimMax!). + ; NonPhysicalPrimMax = 256 + + ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01 + ;; Minimum size where a prim can be physical. Affects resizing of + ;; existing prims. This can be overridden in the region config file. + ; PhysicalPrimMin = 0.01 + + ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64 + ;; Maximum size where a prim can be physical. Affects resizing of + ;; existing prims. This can be overridden in the region config file. + ; PhysicalPrimMax = 64 + + ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false + ;; If a viewer attempts to rez a prim larger than the non-physical or + ;; physical prim max, clamp the dimensions to the appropriate maximum + ;; This can be overridden in the region config file. + ; ClampPrimSize = false + + ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0 + ;; Maximum number of prims allowable in a linkset. Affects creating new + ;; linksets. Ignored if less than or equal to zero. + ;; This can be overridden in the region config file. + ; LinksetPrims = 0 + + ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true + ;; Allow scripts to keep running when they cross region boundaries, rather + ;; than being restarted. State is reloaded on the destination region. + ;; This only applies when crossing to a region running in a different + ;; simulator. + ;; For crossings where the regions are on the same simulator the script is + ;; always kept running. + ; AllowScriptCrossing = true + + ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false + ;; Allow compiled script binary code to cross region boundaries. + ;; If you set this to "true", any region that can teleport to you can + ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk. + ;; YOU HAVE BEEN WARNED!!! + ; TrustBinaries = false + + ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content or varregions!)} {true false} false + ;; Combine all contiguous regions into one large megaregion + ;; Order your regions from South to North, West to East in your regions.ini + ;; and then set this to true + ;; Warning! Don't use this with regions that have existing content!, + ;; This will likely break them + ;; Also, this setting should be set to false for varregions as they are proper larger single regions rather than combined smaller regions. + ; CombineContiguousRegions = false + + ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false + ;; If you have only one region in an instance, or to avoid the many bugs + ;; that you can trigger in modules by restarting a region, set this to + ;; true to make the entire instance exit instead of restarting the region. + ;; This is meant to be used on systems where some external system like + ;; Monit will restart any instance that exits, thereby making the shutdown + ;; into a restart. + ; InworldRestartShutsDown = false + + ;; Persistence of changed objects happens during regular sweeps. The + ;; following control that behaviour to prevent frequently changing objects + ;; from heavily loading the region data store. + ;; If both of these values are set to zero then persistence of all changed + ;; objects will happen on every sweep. + + ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60 + ;; Objects will be considered for persistance in the next sweep when they + ;; have not changed for this number of seconds. + ; MinimumTimeBeforePersistenceConsidered = 60 + + ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600 + ;; Objects will always be considered for persistance in the next sweep + ;; if the first change occurred this number of seconds ago. + ; MaximumTimeBeforePersistenceConsidered = 600 + + ;# {physical_prim} {} {Allow prims to be physical?} {true false} true + ;; if you would like to allow prims to be physical and move by physics + ;; with the physical checkbox in the client set this to true. + ; physical_prim = true + + ;; Select a mesher here. + ;; + ;; Meshmerizer properly handles complex prims by using triangle meshes. + ;; Note that only the ODE physics engine currently deals with meshed + ;; prims in a satisfactory way. + + ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer + ;; ZeroMesher is faster but leaves the physics engine to model the mesh + ;; using the basic shapes that it supports. + ;; Usually this is only a box. + ;; Default is Meshmerizer + ; meshing = Meshmerizer + ; meshing = ZeroMesher + + ;; Choose one of the physics engines below + ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim + ;; BulletSim is the default physics engine. It provides the best performance and most functionality. + ;; BulletSim supports varregions. + ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before. + ;; It continues to provide a workable physics implementation. It does not currently support varregions. + ;; basicphysics effectively does not model physics at all, making all objects phantom. + ;; Default is BulletSim + ; physics = OpenDynamicsEngine + ; physics = BulletSim + ; physics = basicphysics + ; physics = POS + + ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine + ;; Default script engine to use. Currently, we only have XEngine + ; DefaultScriptEngine = "XEngine" + + ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080 + ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if + ;; required + ; HttpProxy = "http://proxy.com:8080" + + ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {} + ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a + ;; list of regular expressions for URLs that you don't want to go through + ;; the proxy. + ;; For example, servers inside your firewall. + ;; Separate patterns with a ';' + ; HttpProxyExceptions = ".mydomain.com;localhost" + + ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false + ;; The email module requires some configuration. It needs an SMTP + ;; server to send mail through. + ; emailmodule = DefaultEmailModule + + ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest + ;; SpawnPointRouting adjusts the landing for incoming avatars. + ;; "closest" will place the avatar at the SpawnPoint located in the closest + ;; available spot to the destination (typically map click/landmark). + ;; "random" will place the avatar on a randomly selected spawnpoint; + ;; "sequence" will place the avatar on the next sequential SpawnPoint + ; SpawnPointRouting = closest + + ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false + ;; TelehubAllowLandmark allows users with landmarks to override telehub + ;; routing and land at the landmark coordinates when set to true + ;; default is false + ; TelehubAllowLandmark = false + + +[AccessControl] + ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {} + ;; Bar (|) separated list of viewers which may gain access to the regions. + ;; One can use a substring of the viewer name to enable only certain + ;; versions + ;; Example: Agent uses the viewer "Imprudence 1.3.2.0" + ;; - "Imprudence" has access + ;; - "Imprudence 1.3" has access + ;; - "Imprudence 1.3.1" has no access + ; AllowedClients = "" + + ;# {DeniedClients} {} {Bar (|) separated list of denied clients} {} + ;; Bar (|) separated list of viewers which may not gain access to the regions. + ;; One can use a Substring of the viewer name to disable only certain + ;; versions + ;; Example: Agent uses the viewer "Imprudence 1.3.2.0" + ;; - "Imprudence" has no access + ;; - "Imprudence 1.3" has no access + ;; - "Imprudence 1.3.1" has access + ;; + ; DeniedClients = "" + + +[Map] + ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true + ;; Map tile options. + ;; If true, then maptiles are generated using the MapImageModule below. + ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden + ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need + ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/ + ; GenerateMaptiles = true + + ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule + ;; The module to use in order to generate map images. + ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can + ;; generate better images. + ;MapImageModule = "MapImageModule" + + ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0 + ;; If desired, a running region can update the map tiles periodically + ;; to reflect building activity. This names no sense of you don't have + ;; prims on maptiles. Value is in seconds. + ; MaptileRefresh = 0 + + ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000 + ;; If not generating maptiles, use this static texture asset ID + ;; This may be overridden on a per region basis in Regions.ini + ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000" + + ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true + ;; Use terrain texture for maptiles if true, use shaded green if false + ; TextureOnMapTile = true + + ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false + ;; Draw objects on maptile. This step might take a long time if you've + ;; got a large number of objects, so you can turn it off here if you'd like. + ; DrawPrimOnMapTile = true + + ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true + ;; Texture the faces of the prims that are rendered on the map tiles. + ; TexturePrims = true + + ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48 + ;; Only texture prims that have a diagonal size greater than this number + ; TexturePrimSize = 48 + + ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false + ;; Attempt to render meshes and sculpties on the map + ; RenderMeshes = false; + + +[Permissions] + ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule + ;; Permission modules to use, separated by comma. + ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule + ; permissionmodules = DefaultPermissionsModule + + ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true + ;; These are the parameters for the default permissions module + ;; + ;; If set to false, then, in theory, the server never carries out + ;; permission checks (allowing anybody to copy + ;; any item, etc. This may not yet be implemented uniformally. + ;; If set to true, then all permissions checks are carried out + ; serverside_object_permissions = true + + ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false + ;; This allows users with a UserLevel of 200 or more to assume god + ;; powers in the regions in this simulator. + ; allow_grid_gods = false + + ;; This allows some control over permissions + ;; please note that this still doesn't duplicate SL, and is not intended to + ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true + ;; Allow region owners to assume god powers in their regions + ; region_owner_is_god = true + + ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false + ;; Allow region managers to assume god powers in regions they manage + ; region_manager_is_god = false + + ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true + ;; Allow parcel owners to assume god powers in their parcels + ; parcel_owner_is_god = true + + ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false + ;; More control over permissions + ;; This is definitely not SL! + ;; Provides a simple control for land owners to give build rights to + ;; specific avatars in publicly accessible parcels that disallow object + ;; creation in general. + ;; Owners specific avatars by adding them to the Access List of the parcel + ;; without having to use the Groups feature + ; simple_build_permissions = false + + +[Estates] + ; If these values are commented out then the user will be asked for estate details when required (this is the normal case). + ; If these values are uncommented then they will be used to create a default estate as necessary. + ; New regions will be automatically assigned to that default estate. + + ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate + ;; Name for the default estate + ; DefaultEstateName = My Estate + + ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName + ;; Name for default estate owner + ; DefaultEstateOwnerName = FirstName LastName + + + ; ** Standalone Estate Settings ** + ; The following parameters will only be used on a standalone system to + ; create an estate owner that does not already exist + + ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000 + ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random + ;; UUID will be assigned. This is normally what you want + ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000 + + ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {} + ;; Email address for the default estate owner + ; DefaultEstateOwnerEMail = owner@domain.com + + ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {} + ;; Password for the default estate owner + ; DefaultEstateOwnerPassword = password + + +[SMTP] + ;; The SMTP server enabled the email module to send email to external + ;; destinations. + + ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false + ;; Enable sending email via SMTP + ; enabled = false + + ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local + ; internal_object_host = lsl.opensim.local + + ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1 + ; host_domain_header_from = "127.0.0.1" + + ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20 + ; email_pause_time = 20 + + ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096 + ; email_max_size = 4096 + + ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1 + ; SMTP_SERVER_HOSTNAME = "127.0.0.1" + + ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25 + ; SMTP_SERVER_PORT = 25 + + ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {} + ; SMTP_SERVER_LOGIN = "" + + ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {} + ; SMTP_SERVER_PASSWORD = "" + + +[Network] + ;# {ConsoleUser} {} {User name for console account} {} + ;; Configure the remote console user here. This will not actually be used + ;; unless you use -console=rest at startup. + ; ConsoleUser = "Test" + ;# {ConsolePass} {} {Password for console account} {} + ; ConsolePass = "secret" + ;# {console_port} {} {Port for console connections} {} 0 + ; console_port = 0 + + ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000 + ;; Simulator HTTP port. This is not the region port, but the port the + ;; entire simulator listens on. This port uses the TCP protocol, while + ;; the region ports use UDP. + ; http_listener_port = 9000 + + ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN. + ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter. + ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below. + ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing. + ; + ; You can whitelist individual endpoints by IP or FQDN, e.g. + ; + ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003 + ; + ; You can specify multiple addresses by separating them with a bar. For example, + ; + ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000 + ; + ; If an address if given without a port number then port 80 is assumed + ; + ; You can also specify a network range in CIDR notation to whitelist, e.g. + ; + ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24 + ; + ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255 + ; To specify an individual IP address use the /32 netmask + ; + ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32 + ; + ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation + + ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {} + ;; Hostname to use in llRequestURL/llRequestSecureURL + ;; if not defined - default machine name is being used + ;; (on Windows this mean NETBIOS name - useably only inside local network) + ; ExternalHostNameForLSL = "127.0.0.1" + + ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim + ;; What is reported as the "X-Secondlife-Shard" + ;; Defaults to the user server url if not set + ;; The old default is "OpenSim", set here for compatibility + ;; The below is not commented for compatibility. + shard = "OpenSim" + + ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible) + ;; What is reported as the "User-Agent" when using llHTTPRequest + ;; Defaults to not sent if not set here. See the notes section in the wiki + ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding + ;; " (Mozilla Compatible)" to the text where there are problems with a + ;; web server + ; user_agent = "OpenSim LSL (Mozilla Compatible)" + + ;; The follow 3 variables are for HTTP Basic Authentication for the Robust services. + ;; Use this if your central services in port 8003 need to be accessible on the Internet + ;; but you want to protect them from unauthorized access. The username and password + ;; here need to match the ones in the Robust service configuration. + ; AuthType = "BasicHttpAuthentication" + ; HttpAuthUsername = "some_username" + ; HttpAuthPassword = "some_password" + ;; + ;; Any of these 3 variables above can be overriden in any of the service sections. + + +[XMLRPC] + ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule + ;; If enabled and set to XmlRpcRouterModule, this will post an event, + ;; "xmlrpc_uri(string)" to the script concurrently with the first + ;; remote_data event. This will contain the fully qualified URI an + ;; external site needs to use to send XMLRPC requests to that script + ;; + ;; If enabled and set to XmlRpcGridRouterModule, newly created channels + ;; will be registered with an external service via a configured uri + ;XmlRpcRouterModule = "XmlRpcRouterModule" + + ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800 + ;XmlRpcPort = 20800 + + ;# {XmlRpcHubURI} {XmlRpcRouterModule} {URI for external service used to register xmlrpc channels created in the simulator. This depends on XmlRpcRouterModule being set to XmlRpcGridRouterModule} {} http://example.com + ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator + ;; will use this address to register xmlrpc channels on the external + ;; service + ; XmlRpcHubURI = http://example.com + + +[ClientStack.LindenUDP] + ;; See OpensSimDefaults.ini for the throttle options. You can copy the + ;; relevant sections and override them here. + ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost + ;; with the next update! + + ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false + ;; Quash and remove any light properties from attachments not on the + ;; hands. This allows flashlights and lanterns to function, but kills + ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps + ;; will also be affected. + ;; This is especially important in artistic builds that depend on lights + ;; on the build for their appearance, since facelights will cause the + ;; building's lights to possibly not be rendered. + ; DisableFacelights = "false" + + +[ClientStack.LindenCaps] + ;; For the long list of capabilities, see OpenSimDefaults.ini + ;; Here are the few ones you may want to change. Possible values + ;; are: + ;; "" -- empty, capability disabled + ;; "localhost" -- capability enabled and served by the simulator + ;; "" -- capability enabled and served by some other server + ;; + ; These are enabled by default to localhost. Change if you see fit. + Cap_GetTexture = "localhost" + Cap_GetMesh = "localhost" + Cap_AvatarPickerSearch = "localhost" + Cap_GetDisplayNames = "localhost" + + +[SimulatorFeatures] + + ;# {SearchServerURI} {} {URL of the search server} {} + ;; Optional. If given this serves the same purpose as the grid wide + ;; [LoginServices] SearchURL setting and will override that where + ;; supported by viewers. + ;SearchServerURI = "http://127.0.0.1:9000/" + + ;# {DestinationGuideURI} {} {URL of the destination guide} {} + ;; Optional. If given this serves the same purpose as the grid wide + ;; [LoginServices] DestinationGuide setting and will override that where + ;; supported by viewers. + ;DestinationGuideURI = "http://127.0.0.1:9000/guide" + + +[Chat] + ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10 + ;; Distance in meters that whispers should travel. + ; whisper_distance = 10 + + ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20 + ;; Distance in meters that ordinary chat should travel. + ; say_distance = 20 + + ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100 + ;; Distance in meters that shouts should travel. + ; shout_distance = 100 + + +[EntityTransfer] + ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false + ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.) + ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed. + ;DisableInterRegionTeleportCancellation = false + + +[Messaging] + ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *} + ;; Module to handle offline messaging. The core module requires an external + ;; web service to do this. See OpenSim wiki. + ; OfflineMessageModule = OfflineMessageModule + ;; Or, alternatively, use this one, which works for both standalones and grids + ; OfflineMessageModule = "Offline Message Module V2" + + ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {} + ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim. + ; OfflineMessageURL = ${Const|BaseURL}/Offline.php + ; OfflineMessageURL = ${Const|BaseURL}:${Const|PrivatePort} + + ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll} + ;; For standalones, this is the storage dll. + ; StorageProvider = OpenSim.Data.MySQL.dll + + ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule + ;; Mute list handler (not yet implemented). MUST BE SET to allow offline + ;; messages to work + ; MuteListModule = MuteListModule + + ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php + ;; URL of the web service that serves mute lists. Not currently used, but + ;; must be set to allow offline messaging to work. + ; MuteListURL = http://yourserver/Mute.php + + ;; Control whether group invites and notices are stored for offline users. + ;; Default is true. + ;; This applies to both core groups module. + ; ForwardOfflineGroupMessages = true + + +[BulletSim] + ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true + AvatarToAvatarCollisionsByDefault = true + + +[ODEPhysicsSettings] + ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true + ;; Do we want to mesh sculpted prim to collide like they look? + ;; If you are seeing sculpt texture decode problems + ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception") + ;; then you might want to try setting this to false. + ; mesh_sculpted_prim = true + + ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false + ;; If you would like physics joints to be enabled through a special naming + ;; convention in the client, set this to true. + ;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics) + ; use_NINJA_physics_joints = false + + +[RemoteAdmin] + ;; This is the remote admin module, which uses XMLRPC requests to + ;; manage regions from a web interface. + + ;# {enabled} {} {Enable the remote admin interface?} {true false} false + ; enabled = false + + ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0 + ;; Set this to a nonzero value to have remote admin use a different port + ; port = 0 + + ;# {access_password} {enabled:true} {Password for the remote admin interface} {} + ;; This password is required to make any XMLRPC call (should be set as + ;; the "password" parameter) + ; access_password = "" + + ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {} + ;; List the IP addresses allowed to call RemoteAdmin + ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin. + ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ... + ; access_ip_addresses = + + ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false + ;; set this variable to true if you want the create_region XmlRpc + ;; call to unconditionally enable voice on all parcels for a newly + ;; created region + ; create_region_enable_voice = false + + ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false + ;; set this variable to false if you want the create_region XmlRpc + ;; call to create all regions as private per default (can be + ;; overridden in the XmlRpc call) + ; create_region_public = false + + ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all + ;; enable only those methods you deem to be appropriate using a | delimited + ;; whitelist. + ;; For example: + ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml + ;; if this parameter is not specified but enabled = true, all methods + ;; will be available + ; enabled_methods = all + + ;; specify the default appearance for an avatar created through the remote + ;; admin interface + ;; This will only take effect is the file specified by the + ;; default_appearance setting below exists + ; default_male = Default Male + ; default_female = Default Female + + ;; Update appearance copies inventory items and wearables of default + ;; avatars. if this value is false, just worn assets are copied to the + ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied. + ;; The receiver will wear the same items the default avatar did wear. + ; copy_folders = false + + ;; Path to default appearance XML file that specifies the look of the + ;; default avatars + ; default_appearance = default_appearance.xml + + +[Wind] + ;# {enabled} {} {Enable wind module?} {true false} true + ;; Enables the wind module. + ; enabled = true + + ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150 + ;; How often should wind be updated, as a function of world frames. + ;; Approximately 50 frames a second + ; wind_update_rate = 150 + + ;; The Default Wind Plugin to load + ; wind_plugin = SimpleRandomWind + + ;; These settings are specific to the ConfigurableWind plugin + ;; To use ConfigurableWind as the default, simply change wind_plugin + ;; to ConfigurableWind and uncomment the following. + ; avg_strength = 5.0 + ; avg_direction = 0.0 + ; var_strength = 5.0 + ; var_direction = 30.0 + ; rate_change = 1.0 + + ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0 + ;; This setting is specific to the SimpleRandomWind plugin + ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. + ; strength = 1.0 + + +[LightShare] + ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false + ;; This enables the transmission of Windlight scenes to supporting clients, + ;; such as the Meta7 viewer. + ;; It has no ill effect on viewers which do not support server-side + ;; windlight settings. + ; enable_windlight = false + + +[Materials] + ;# {enable_materials} {} {Enable Materials support?} {true false} true + ;; This enables the use of Materials. + ; enable_materials = true + ; MaxMaterialsPerTransaction = 50 + +[DataSnapshot] + ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false + ;; The following set of configs pertains to search. + ;; Set index_sims to true to enable search engines to index your + ;; searchable data. + ;; If false, no data will be exposed, DataSnapshot module will be off, + ;; and you can ignore the rest of these search-related configs. + ; index_sims = false + + ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum + ;; The variable data_exposure controls what the regions expose: + ;; minimum: exposes only things explicitly marked for search + ;; all: exposes everything + ; data_exposure = minimum + + ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid + ;; If search is on, change this to your grid name; will be ignored for + ;; standalones + ; gridname = "OSGrid" + + ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200 + ;; Period between data snapshots, in seconds. 20 minutes, for starters, + ;; so that you see the initial changes fast. + ;; Later, you may want to increase this to 3600 (1 hour) or more + ; default_snapshot_period = 1200 + + ;; This will be created in bin, if it doesn't exist already. It will hold + ;; the data snapshots. + ; snapshot_cache_directory = "DataSnapshot" + + ;; [Supported, but obsolete] + ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py + ; This semicolon-separated string serves to notify specific data services + ; about the existence of this sim. Uncomment if you want to index your + ; data with this and/or other search providers. + ; data_services="http://metaverseink.com/cgi-bin/register.py" + + ;; New way of specifying data services, one per service + ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py" + +[Economy] + ;# {SellEnabled} {} {Enable selling for 0?} {true false} true + ; The default economy module only implements just enough to allow free actions (transfer of objects, etc). + ; There is no intention to implement anything further in core OpenSimulator. + ; This functionality has to be provided by third party modules. + + ;; Enables selling things for $0. Default is true. + ; SellEnabled = true + + ;# {PriceUpload} {} {Price for uploading?} {} 0 + ;; Money Unit fee to upload textures, animations etc. Default is 0. + ; PriceUpload = 0 + + ;# {PriceGroupCreate} {} {Fee for group creation} {} 0 + ;; Money Unit fee to create groups. Default is 0. + ; PriceGroupCreate = 0 + + +[XEngine] + ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true + ;; Enable this engine in this OpenSim instance + ; Enabled = true + + ;; How many threads to keep alive even if nothing is happening + ; MinThreads = 2 + + ;; How many threads to start at maximum load + ; MaxThreads = 100 + + ;; Time a thread must be idle (in seconds) before it dies + ; IdleTimeout = 60 + + ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal + ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", + ;; "Highest") + ; Priority = "BelowNormal" + + ;; Maximum number of events to queue for a script (excluding timers) + ; MaxScriptEventQueue = 300 + + ;; Stack size per script engine thread in bytes. + ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it). + ;; The trade-off may be increased memory usage by the script engine. + ; ThreadStackSize = 262144 + + ;; Set this to true (the default) to load each script into a separate + ;; AppDomain. + ;; + ;; Setting this to false will load all script assemblies into the + ;; current AppDomain, which will significantly improve script loading times. + ;; It will also reduce initial per-script memory overhead. + ;; + ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted. + ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region. + ;; Some Windows users have also reported script loading problems when AppDomainLoading = false + ; AppDomainLoading = true + + ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op) + ;; co-op will be more stable but this option is currently experimental. + ;; If moving from co-op to abort, existing script DLLs will need to be recompiled. + ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run + ;; or by deleting the script DLL* files in caches/ScriptEngines// + ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile + ;; Current valid values are "abort" and "co-op" + ; ScriptStopStrategy = abort + + + ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true + ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false + ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the + ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used + ;; by scripts have changed. + DeleteScriptsOnStartup = false + + ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl + ;; Default language for scripts + ; DefaultCompileLanguage = "lsl" + + ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl + ;; List of allowed languages (lsl,vb,cs) + ;; AllowedCompilers=lsl,cs,vb + ;; *warning*, non lsl languages have access to static methods such as + ;; System.IO.File. Enable at your own risk. + ; AllowedCompilers = "lsl" + + ;; Compile debug info (line numbers) into the script assemblies + ; CompileWithDebugInformation = true + + ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section + + ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30 + ;; Time a script can spend in an event handler before it is interrupted + ; EventLimit = 30 + + ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false + ;; If a script overruns it's event limit, kill the script? + ; KillTimedOutScripts = false + + ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0 + ;; Sets the multiplier for the scripting delays + ; ScriptDelayFactor = 1.0 + + ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {} + ;; The factor the 10 m distances limits are multiplied by + ; ScriptDistanceLimitFactor = 1.0 + + ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255 + ;; Maximum length of notecard line read + ;; Increasing this to large values potentially opens + ;; up the system to malicious scripters + ; NotecardLineReadCharsMax = 255 + + ;# {SensorMaxRange} {} {Sensor range} {} 96.0 + ;; Sensor settings + ; SensorMaxRange = 96.0 + ;# {SensorMaxResults} {} {Max sensor results returned?} {} + ; SensorMaxResults = 16 + + ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true + ;; Disable underground movement of prims (default true); set to + ;; false to allow script controlled underground positioning of + ;; prims + ; DisableUndergroundMovement = true + + ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines + ;; Path to script engine assemblies + ;; Default is ../caches/ScriptEngines + ; ScriptEnginesPath = "ScriptEngines" + +[OSSL] + ;# {Include-osslEnable} {} {Include file for enabling and permissions for OSSL functions} {} + ;; Optionally include file to enable OSSL functions and set permissions on who can use which. + ;; If this INI file is not included, the OSSL functions are disabled. + Include-osslEnable = "config-include/osslEnable.ini" + + +[MRM] + ;; Enables the Mini Region Modules Script Engine. + ; Enabled = false + + ;; Runs MRM in a Security Sandbox + ;; WARNING: DISABLING IS A SECURITY RISK. + ; Sandboxed = true + + ;; The level sandbox to use, adjust at your OWN RISK. + ;; Valid values are: + ;; * FullTrust + ;; * SkipVerification + ;; * Execution + ;; * Nothing + ;; * LocalIntranet + ;; * Internet + ;; * Everything + ; SandboxLevel = "Internet" + + ;; Only allow Region Owners to run MRMs + ;; May represent a security risk if you disable this. + ; OwnerOnly = true + + +[FreeSwitchVoice] + ;; In order for this to work you need a functioning FreeSWITCH PBX set up. + ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module + ; Enabled = false + + ;; You need to load a local service for a standalone, and a remote service + ;; for a grid region. Use one of the lines below, as appropriate + ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini + ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService + ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector + + ;; If using a remote connector, specify the server URL + ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi + + +[Groups] + ;# {Enabled} {} {Enable groups?} {true false} false + ;; Enables the groups module + ; Enabled = false + + ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0 + ;; Minimum user level required to create groups + ; LevelGroupCreate = 0 + + ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default + ;; The default module can use a PHP XmlRpc server from the Flotsam project at + ;; http://code.google.com/p/flotsam/ + ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse + ; Module = Default + ;; or... use Groups Module V2, which works for standalones and robust grids + ; Module = "Groups Module V2" + + ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll} + ; StorageProvider = OpenSim.Data.MySQL.dll + + ;# {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 + ;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows: + ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector + ;; -- for Simian Groups use SimianGroupsServicesConnector + ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector" + ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector" + ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector" + ;; Note that the quotes "" around the words are important! + ; ServicesConnectorModule = XmlRpcGroupsServicesConnector + + ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local + ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote + ; LocalService = local + + ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} "" + ;; Used for V2 in Remote only. + ; SecretKey = "" + + ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {} + ;; URI for the groups services of this grid + ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc + ;; or http://mygridserver.com:82/Grid/ for SimianGrid + ;; or ${Const|BaseURL}:${Const|PrivatePort} for robust, V2 + ;; Leave it commented for standalones, V2 + ; GroupsServerURI = "" + + ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {} + ;; Used for V2 in HG only. For example + ;; http://mygridserver.com:9000 or http://mygridserver.com:8002 + ;; If you have this set under [Startup], no need to set it here, leave it commented + ; HomeURI = "" + + ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true + ; MessagingEnabled = true + + ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule + ; MessagingModule = GroupsMessagingModule + ; or use "Groups Messaging Module V2" for Groups V2 + ; MessagingModule = "Groups Messaging Module V2" + + ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true + ;; Enable Group Notices + ; NoticesEnabled = true + + ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false + ; Experimental option to only message online users rather than all users + ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service + ; Applies Flotsam Group only. V2 has this always on, no other option + ; MessageOnlineUsersOnly = false + + ;; This makes the Group module very chatty on the console. + ; DebugEnabled = false + + ; This makes the Group Messaging module very chatty on the console. + ; DebugMessagingEnabled = false + + ;; XmlRpc Security settings. These must match those set on your backend + ;; groups service if the service is using these keys + ; XmlRpcServiceReadKey = 1234 + ; XmlRpcServiceWriteKey = 1234 + + +[InterestManagement] + ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness + ;; This section controls how state updates are prioritized for each client + ;; Valid values are BestAvatarResponsiveness, Time, Distance, + ;; SimpleAngularDistance, FrontBack + ; UpdatePrioritizationScheme = BestAvatarResponsiveness + + +[MediaOnAPrim] + ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true + ;; Enable media on a prim facilities + ; Enabled = true; + + +[NPC] + ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false + ; Enabled = false + + +[Terrain] + ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island + ; InitialTerrain = "pinhead-island" + + +[UserProfiles] + ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {} + ;; Set the value of the url to your UserProfilesService + ;; If un-set / "" the module is disabled + ;; ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort} + +[XBakes] + ;# {URL} {} {Set URL for Baked texture service} {} + ;; Sets the URL for the baked texture ROBUST service. + ;; Disabled when unset. + ;; URL = ${Const|BaseURL}:${Const|PrivatePort} + +;; +;; Optional module to highlight God names in the viewer. +;; Uncomment and customize appropriately if you want this behavior. +;; +;[GodNames] +; Enabled = false +; FullNames = "Test User, Foo Bar" +; Surnames = "Kryztlsk" + +[Architecture] + ;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini + ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim, + ;; uncomment Include-Architecture = "config-include/Standalone.ini" + ;; + ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/ + ;; that the referenced .ini file goes on to include. + ;; + ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy + ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before + ;; editing it to set the database and backend services that OpenSim will use. + ;; + Include-Architecture = "config-include/Standalone.ini" + ; Include-Architecture = "config-include/StandaloneHypergrid.ini" + ; Include-Architecture = "config-include/Grid.ini" + ; Include-Architecture = "config-include/GridHypergrid.ini" + ; Include-Architecture = "config-include/SimianGrid.ini" + ; Include-Architecture = "config-include/HyperSimianGrid.ini" -- cgit v1.1