From f11b527463735085ed3063a0fd1627c8f479107a Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 7 Nov 2016 17:14:53 +1000 Subject: Adjust basic .ini files. See below for details. Move more into defaults. Arrange them into the same sort order. Make some things more sane. Space cleanups. Misc cleanups. --- config/OpenSim.ini | 753 +++++++---------------------------------------------- 1 file changed, 95 insertions(+), 658 deletions(-) (limited to 'config/OpenSim.ini') diff --git a/config/OpenSim.ini b/config/OpenSim.ini index 02aca2c..be98354 100644 --- a/config/OpenSim.ini +++ b/config/OpenSim.ini @@ -1,15 +1,7 @@ ;; 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. -;; + +;; See OpenSimDefaults.ini for the defaults, and more options. + ;; The settings in this file are in the form " = ". For example, ;; save_crashes = false in the [Startup] section below. ;; @@ -17,12 +9,12 @@ ;; 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. @@ -45,21 +37,9 @@ ;; 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" +[Includes] + ; Define your server specific constants in this file. + Include-Common = config.ini [Startup] @@ -84,110 +64,22 @@ ;; 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 + ; Console commands run at startup + startup_console_commands_file = "startup_commands.txt" + + ; Console commands run on shutdown + shutdown_console_commands_file = "shutdown_commands.txt" + + ; Console commands run every 20 minutes + ; timer_Script = "filename" + + ; timer_Script time interval (default 20 min) + ; The time is 60 per minute + ; timer_Interval = 1200 ;# {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 + ; MaxPrimUndos = 20 ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false ;; Allow compiled script binary code to cross region boundaries. @@ -196,24 +88,6 @@ ;; 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. @@ -284,6 +158,10 @@ ;; server to send mail through. ; emailmodule = DefaultEmailModule + ; Simulator statistics are output to the console periodically at debug level INFO. + ; Setting this to zero disables this output. + ; LogShowStatsSeconds = 0 + ;# {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 @@ -299,29 +177,6 @@ ; 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. @@ -334,13 +189,15 @@ ;# {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. + ;; generate better images, but leaks memory. ;MapImageModule = "MapImageModule" + MapImageModule = "Warp3DImageModule" ;# {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. + ;; NOTE - the management scripts run a map generation after every sim backup. ; MaptileRefresh = 0 ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000 @@ -348,47 +205,12 @@ ;; 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 + ; allow_grid_gods = true ;; This allows some control over permissions ;; please note that this still doesn't duplicate SL, and is not intended to @@ -398,11 +220,11 @@ ;# {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 + ; region_manager_is_god = true ;# {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 + ; parcel_owner_is_god = false ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false ;; More control over permissions @@ -415,36 +237,9 @@ ; 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 +[RegionReady] + ; - send an alert as json to a service + ; alert_uri = "http://myappserver.net/my_handler/" [SMTP] @@ -490,12 +285,6 @@ ;# {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. @@ -526,14 +315,7 @@ ;; 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" +; ExternalHostNameForLSL = "${Const|HostName}" ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible) ;; What is reported as the "User-Agent" when using llHTTPRequest @@ -589,7 +371,7 @@ ;; 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" + ; DisableFacelights = true [ClientStack.LindenCaps] @@ -607,21 +389,6 @@ 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. @@ -636,131 +403,44 @@ ; 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 +[Textures] + ; If true, textures generated dynamically (i.e. through osSetDynamicTextureData() and similar OSSL functions) are reused where possible + ; Chiefly, reuse occurs if a texture has already been generated with identical data and settings, and that texture contains no dynamic components + ; (e.g. images pulled from an external HTTP address). + ; Reusing previously generated textures results in a much faster update on the viewer but may cause issues if the viewer didn't receive all resolutions of the texture. + ; Currently, it will also increase asset cache use since temporary dynamic textures are no longer deleted. + ; Hence, currently considered experimental. + ; Default is false. + ReuseDynamicTextures = false [BulletSim] ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true - AvatarToAvatarCollisionsByDefault = 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 + ; Terrain implementation can use either Bullet's heightField or BulletSim can build + ; a mesh. 0=heightField, 1=mesh + ; TerrainImplementation = 1 - ;# {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 +; The following settings control the progression of daytime +; in the Sim. The defaults are the same as the commented out settings +[Sun] + ; number of wall clock hours for an opensim day. 24.0 would mean realtime + ;day_length = 24 + ; Year length in days + ;year_length = 365 + ; Day to Night Ratio + ;day_night_offset = 1.0 + ; send a Sun update every update_interval # of frames. A lower number will + ; make for smoother sun transition at the cost of network + ;update_interval = 100 [Wind] ;# {enabled} {} {Enable wind module?} {true false} true ;; Enables the wind module. - ; enabled = true + ;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. @@ -768,7 +448,7 @@ ; wind_update_rate = 150 ;; The Default Wind Plugin to load - ; wind_plugin = SimpleRandomWind + ;wind_plugin = SimpleRandomWind ;; These settings are specific to the ConfigurableWind plugin ;; To use ConfigurableWind as the default, simply change wind_plugin @@ -785,20 +465,41 @@ ; strength = 1.0 +[Cloud] + ; Enable this to generate classic particle clouds above the sim. + ; default is disabled - turn it on here + ;enabled = true + + ; Density of cloud cover 0.0 to 1.0 Defult 0.5 + ; density = 0.5 + + ; update interval for the cloud cover data returned by llCloud(). + ; default is 1000 + ; cloud_update_rate = 1000 + + [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 + ;enable_windlight = true + + +[Trees] + ; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying + ; default is false + ;active_trees = false + ; Density of tree population + ;tree_density = 1000.0 + + +[VectorRender] + ; the font to use for rendering text (default: Arial) + ; font_name = "Arial" -[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 @@ -807,7 +508,7 @@ ;; 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 + ;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: @@ -815,78 +516,13 @@ ;; 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. + ;; AppDomain. ;; ;; Setting this to false will load all script assemblies into the ;; current AppDomain, which will significantly improve script loading times. @@ -897,26 +533,12 @@ ;; 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" + ; DeleteScriptsOnStartup = false ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl ;; List of allowed languages (lsl,vb,cs) @@ -928,49 +550,6 @@ ;; 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 - - ;# {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. @@ -996,148 +575,6 @@ ; 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, @@ -1150,9 +587,9 @@ ;; "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/Standalone.ini" ; Include-Architecture = "config-include/StandaloneHypergrid.ini" ; Include-Architecture = "config-include/Grid.ini" - ; Include-Architecture = "config-include/GridHypergrid.ini" + Include-Architecture = "config-include/GridHypergrid.ini" ; Include-Architecture = "config-include/SimianGrid.ini" ; Include-Architecture = "config-include/HyperSimianGrid.ini" -- cgit v1.1