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/OpenSimDefaults.ini | 606 +++++++++++++++++++++++++-------------------- 1 file changed, 343 insertions(+), 263 deletions(-) (limited to 'config/OpenSimDefaults.ini') diff --git a/config/OpenSimDefaults.ini b/config/OpenSimDefaults.ini index 9923c82..42f45c8 100644 --- a/config/OpenSimDefaults.ini +++ b/config/OpenSimDefaults.ini @@ -1,6 +1,12 @@ ; This file contains defaults for various settings in OpenSimulator. These can be overriden ; by changing the same setting in OpenSim.ini (once OpenSim.ini.example has been copied to OpenSim.ini). + +[Includes] + ; Define your server specific constants in this file. + Include-Common = config.ini + + [Startup] ; Console prompt ; Certain special characters can be used to customize the prompt @@ -115,17 +121,28 @@ allow_regionless = false ;; Allow child agents to see into the region even if their root counterpart isn't allowed in here - see_into_region = true + see_into_region = false ; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos ; Increasing this 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 + ; Maximum size of non physical prims. Affects resizing of existing prims. This can be overridden in the region config file (as NonPhysicalPrimMax!). - NonPhysicalPrimMax = 256 + NonPhysicalPrimMax = 2560 + + ;# {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 ; Maximum size of physical prims. Affects resizing of existing prims. This can be overridden in the region config file. - PhysicalPrimMax = 64 + PhysicalPrimMax = 640 ; 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. @@ -156,7 +173,7 @@ ; neighbors on each side for a total of 49 regions in view. Warning, unless ; all the regions have the same drawdistance, you will end up with strange ; effects because the agents that get closed may be inconsistent. - DefaultDrawDistance = 255.0 + DefaultDrawDistance = 767.0 ; 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 @@ -164,18 +181,18 @@ ; 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 + InworldRestartShutsDown = true ; Use of normalized 55FPS statistics - ; Opensim does not have a frame rate control like other simulators. - ; Most parameters that control timing can be configurable region by region. - ; To achieve closer compatibility with values expected by viewers, scripts and users - ; some parameters are converted to a equivalent per frame value. - ; Additionally, they are scaled to values they would have on a system running at a nominal 55 frames per second rate. - ; The scale factor it 55 * FrameTime, corresponding to 5 with default configuration - ; You can choose to show the true physics FPS to viewers by setting Normalized55FPS to false. - ; Normalized55FPS = true - + ; Opensim does not have a frame rate control like other simulators. + ; Most parameters that control timing can be configurable region by region. + ; To achieve closer compatibility with values expected by viewers, scripts and users + ; some parameters are converted to a equivalent per frame value. + ; Additionally, they are scaled to values they would have on a system running at a nominal 55 frames per second rate. + ; The scale factor it 55 * FrameTime, corresponding to 5 with default configuration + ; You can choose to show the true physics FPS to viewers by setting Normalized55FPS to false. + ; Normalized55FPS = true + ; The minimum proportion of a second that any particular frame can take to execute. ; Only change this if you really know what you're doing, and be prepared to change UpdatePhysicsEveryNFrames ; (and other Frames params) to match! For instance, halving MinFrameTime to 0.0445 require @@ -189,7 +206,7 @@ ; encouraged that they do. ; FrameTimeWarnPercent = 60; ; FrameTimeCritPercent = 40; - + ; Send scheduled updates to objects in the scene ; This must be a whole number UpdateObjectsEveryNFrames = 1; @@ -262,18 +279,18 @@ meshing = Meshmerizer ;meshing = ZeroMesher - + ; Path to decoded sculpty maps ; Defaults to "j2kDecodeCache ;DecodedSculptMapPath = "j2kDecodeCache" - + ; if you use Meshmerizer and want sculpt map collisions, setting this to ; to true will store decoded sculpt maps in a special folder in your bin ; folder, which can reduce startup times by reducing asset requests. Some ; versions of mono dont work well when reading the cache files, so set this ; to false if you have compatibility problems. - ;CacheSculptMaps = true - + CacheSculptMaps = true + ;; 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. @@ -309,10 +326,10 @@ ; PreJump is an additional animation state, but it probably ; won't look right until the physics engine supports it ; (i.e delays takeoff for a moment) - + ; Simulator statistics are output to the console periodically at debug level INFO. ; Setting this to zero disables this output. - ; LogShowStatsSeconds = 3600 + LogShowStatsSeconds = 0 ; Simulator Stats URI ; Enable JSON simulator data by setting a URI name (case sensitive) @@ -327,7 +344,7 @@ ; Make OpenSim start all regions woth logins disabled. They will need ; to be enabled from the console if this is set - ; StartDisabled = false + StartDisabled = false ; Image decoding. Use CSJ2K for layer boundary decoding if true, ; OpenJPEG if false @@ -350,7 +367,7 @@ [Map] ;WorldMapModule = "WorldMap" - ;MapImageModule = "MapImageModule" + MapImageModule = "Warp3DImageModule" ; World map blacklist timeout in seconds ;BlacklistTimeout = 600 @@ -359,7 +376,7 @@ ;GenerateMaptiles = true ; Refresh (in seconds) the map tile periodically - ;MaptileRefresh = 0 + MaptileRefresh = 0 ; If not generating maptiles, use this static texture asset ID ;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000" @@ -375,10 +392,10 @@ TexturePrims = true ; Only texture prims that have a diagonal size greater than this number - TexturePrimSize = 48 + TexturePrimSize = 24 ; Attempt to render meshes and sculpties on the map - RenderMeshes = false; + RenderMeshes = true; [Permissions] ; ## @@ -393,13 +410,13 @@ ; Default is true serverside_object_permissions = true - allow_grid_gods = false + allow_grid_gods = true ; This allows somne control over permissions ; please note that this still doesn't duplicate SL, and is not intended to - ;region_owner_is_god = true - ;region_manager_is_god = false - ;parcel_owner_is_god = true + region_owner_is_god = true + region_manager_is_god = true + parcel_owner_is_god = false ; Control user types that are allowed to create new scripts ; Only enforced if serviceside_object_permissions is true @@ -440,11 +457,11 @@ ; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error) ; - the third field is a number indicating how many scripts failed to compile ; - "oar error" if supplied, provides the error message from the OAR load - channel_notify = -800 + channel_notify = 0 ; - disallow logins while scripts are loading ; Instability can occur on regions with 100+ scripts if users enter before they have finished loading - login_disable = true + login_disable = false ; - send an alert as json to a service ; alert_uri = "http://myappserver.net/my_handler/" @@ -456,18 +473,6 @@ AllowRegionRestartFromClient = true -[UserProfiles] - ;# {ProfileURL} {} {Set url to UserProfilesService} {} - ;; Set the value of the url to your UserProfilesService - ;; If un-set / "" the module is disabled - ;; If the ProfileURL is not set, then very BASIC - ;; profile support will be configured. If the ProfileURL is set to a - ;; valid URL, then full profile support will be configured. The URL - ;; points to your grid's Robust user profiles service - ;; - ; ProfileURL = http://127.0.0.1:9000 - - [SMTP] enabled = false @@ -481,10 +486,10 @@ [Network] - ConsoleUser = "Test" - ConsolePass = "secret" - http_listener_port = 9000 - console_port = 0 + ;ConsoleUser = "Test" + ;ConsolePass = "secret" + ;http_listener_port = 9000 + ;console_port = 0 ; ssl config: Experimental! The auto https config only really works definately on windows XP now ; you need a Cert Request/Signed pair installed in the MY store with the CN specified below @@ -511,7 +516,7 @@ ; 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 + ExternalHostNameForLSL = "${Const|HostName}" ; Disallow the following address ranges for user scripting calls (e.g. llHttpRequest()) ; This is based on http://en.wikipedia.org/wiki/Reserved_IP_addresses @@ -532,7 +537,7 @@ ; You can also disable the blacklist entirely with an empty entry ; ; OutboundDisallowForUserScripts = "" - + ; 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 @@ -550,11 +555,11 @@ ;MaxRequestConcurrency = 30 [AccessControl] - ; Viewer-based access control. |-separated list of allowed viewers. + ; Viewer-based access control. |-separated list of allowed viewers. ; AllowedClients = "" - ; Viewer-based access control. |-separated list of denied viewers. - ; No restrictions by default. + ; Viewer-based access control. |-separated list of denied viewers. + ; No restrictions by default. ; DeniedClients = "" @@ -659,7 +664,7 @@ ; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps ; will also be affected. ; - ;DisableFacelights = false + DisableFacelights = true ; The time to wait before disconecting an unresponsive client. ; The time is in seconds. The default is one minute @@ -750,7 +755,7 @@ ; Capability for searching for people Cap_AvatarPickerSearch = "localhost" - + [Chat] ; Controls whether the chat module is enabled. Default is true. enabled = true; @@ -764,13 +769,14 @@ ; Distance in meters that shouts should travel. Default is 100m shout_distance = 100 + [EntityTransfer] ; The maximum distance in regions that an agent is allowed to teleport ; along the x or y axis. This is set to 65535 because current viewers ; can't handle teleports that are greater than this distance ; Setting to 0 will allow teleports of any distance ; - max_distance = 65535 + max_distance = 0 ; Allow avatars to cross into and out of the region. AllowAvatarCrossing = true @@ -789,13 +795,39 @@ ; Default is InstantMessageModule (this is the name of the core IM module as well as the setting) InstantMessageModule = InstantMessageModule ; MessageTransferModule = MessageTransferModule - ; OfflineMessageModule = OfflineMessageModule ; OfflineMessageURL = http://yourserver/Offline.php - ; MuteListModule = MuteListModule ; MuteListURL = http://yourserver/Mute.php - ; Control whether group messages are forwarded to offline users. Default is true. - ; ForwardOfflineGroupMessages = true + ;# {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 = "${Const|BaseURL}/opensim/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 [Inventory] @@ -811,7 +843,7 @@ ; crossings especially with large numbers of users, though it ; will store potentially large numbers of textures in your asset ; database - PersistBakedTextures = false + PersistBakedTextures = true ; Control the delay before appearance is sent to other avatars and ; saved in the avatar service. Attempts to limit the impact caused @@ -874,6 +906,89 @@ ReuseDynamicLowDataTextures = false +[BulletSim] + ; All the BulletSim parameters can be displayed with the console command + ; "physics get all" and all are defined in the source file + ; OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs. + + ; There are two bullet physics libraries, bulletunmanaged is the default and is a + ; native c++ dll bulletxna is a managed C# dll. They have comparible functionality + ; but the c++ one is much faster. + BulletEngine = "bulletunmanaged" + ; BulletEngine = "bulletxna" + + ; BulletSim can run on its own thread independent of the simulator's heartbeat + ; thread. Enabling this will not let the physics engine slow down avatar movement, etc. + UseSeparatePhysicsThread = true + + ; Terrain implementation can use either Bullet's heightField or BulletSim can build + ; a mesh. 0=heightField, 1=mesh + TerrainImplementation = 1 + ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield + ; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher + ; magnifications use lots of memory. + TerrainMeshMagnification = 2 + + ; Should avatars collide with each other? + AvatarToAvatarCollisionsByDefault = true + + ; Avatar physics height adjustments. + ; http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height + AvatarHeightLowFudge = 0 ; Adjustment at low end of height range + AvatarHeightMidFudge = 0 ; Adjustment at mid point of avatar height range + AvatarHeightHighFudge = 0 ; Adjustment at high end of height range + + ; Avatar walk-up-stairs parameters + ; If an avatar collides with an object 'close to its feet', the avatar will be + ; moved/pushed up do simulate stepping up. + ;AvatarStepHeight = 0.6f ; The height, below which is considered a step collision. + ;AvatarStepAngle = 0.3f ; The angle from vertical (in radians) to consider a surface a step + ;AvatarStepApproachFactor = 2f ; Approach angle factor. O=straight on, .6=~45 degrees. + ;AvatarStepGroundFudge = 0.1f ; Fudge added to bottom of avatar below which step collisions happen + ;AvatarStepForceFactor = 0f ; Avatar is pushed up by its mass times this factor + ;AvatarStepUpCorrectionFactor = 0.8f ; Avatar is displaced up the collision height times this factor + ;AvatarStepSmoothingSteps = 1 ; Number of frames after a step collision that up correction is applied + + ; Terminal velocity of a falling avatar + ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples + ; negative for a downward speed. + AvatarTerminalVelocity = -54 + + ; Default linkset implmentation + ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' + ; builds a compound shape from the children shapes to create a single physical + ; shape. 'Compound' uses a lot less CPU time. + LinkImplementation = 1 ; 0=constraint, 1=compound + + ; If 'true', offset a linkset's origin based on mass of linkset parts. + LinksetOffsetCenterOfMass = false + + ; If 'true', turn scuplties into meshes + MeshSculptedPrim = true + + ; If 'true', force simple prims (box and sphere) to be meshed + ; If 'false', the Bullet native special case shape is used for square rectangles + ; and even dimensioned spheres. + ForceSimplePrimMeshing = false + + ; If 'true', when creating meshes, remove all triangles that have two equal vertexes. + ; Happens often in sculpties. If turned off, there will be some doorways + ; that cannot be walked through. + ShouldRemoveZeroWidthTriangles = true + + ; If 'true', use convex hull definition in mesh asset if present. + ShouldUseAssetHulls = true + + ; If there are thousands of physical objects, these maximums should be increased. + MaxCollisionsPerFrame = 2048 + MaxUpdatesPerFrame = 8192 + + ; Detailed physics debug logging. Very verbose. + PhysicsLoggingEnabled = False + PhysicsLoggingDir = "." + VehicleLoggingEnabled = False + + [ODEPhysicsSettings] ; ## ; ## Physics stats settings @@ -1059,7 +1174,7 @@ ; convention in the client, set this to true. ; (See NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics) ; Default is false - ;use_NINJA_physics_joints = true + use_NINJA_physics_joints = true ; ## ; ## additional meshing options @@ -1070,91 +1185,8 @@ ; If you would rather have mesh proxies for simple prims, you can set this to ; true. Note that this will increase memory usage and region startup time. ; Default is false. - ;force_simple_prim_meshing = true - - -[BulletSim] - ; All the BulletSim parameters can be displayed with the console command - ; "physics get all" and all are defined in the source file - ; OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs. - - ; There are two bullet physics libraries, bulletunmanaged is the default and is a - ; native c++ dll bulletxna is a managed C# dll. They have comparible functionality - ; but the c++ one is much faster. - BulletEngine = "bulletunmanaged" - ; BulletEngine = "bulletxna" - - ; BulletSim can run on its own thread independent of the simulator's heartbeat - ; thread. Enabling this will not let the physics engine slow down avatar movement, etc. - UseSeparatePhysicsThread = false - - ; Terrain implementation can use either Bullet's heightField or BulletSim can build - ; a mesh. 0=heightField, 1=mesh - TerrainImplementation = 0 - ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield - ; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher - ; magnifications use lots of memory. - TerrainMeshMagnification = 2 - - ; Should avatars collide with each other? - AvatarToAvatarCollisionsByDefault = true - - ; Avatar physics height adjustments. - ; http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height - AvatarHeightLowFudge = 0 ; Adjustment at low end of height range - AvatarHeightMidFudge = 0 ; Adjustment at mid point of avatar height range - AvatarHeightHighFudge = 0 ; Adjustment at high end of height range - - ; Avatar walk-up-stairs parameters - ; If an avatar collides with an object 'close to its feet', the avatar will be - ; moved/pushed up do simulate stepping up. - ;AvatarStepHeight = 0.6f ; The height, below which is considered a step collision. - ;AvatarStepAngle = 0.3f ; The angle from vertical (in radians) to consider a surface a step - ;AvatarStepApproachFactor = 2f ; Approach angle factor. O=straight on, .6=~45 degrees. - ;AvatarStepGroundFudge = 0.1f ; Fudge added to bottom of avatar below which step collisions happen - ;AvatarStepForceFactor = 0f ; Avatar is pushed up by its mass times this factor - ;AvatarStepUpCorrectionFactor = 0.8f ; Avatar is displaced up the collision height times this factor - ;AvatarStepSmoothingSteps = 1 ; Number of frames after a step collision that up correction is applied - - ; Terminal velocity of a falling avatar - ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples - ; negative for a downward speed. - AvatarTerminalVelocity = -54 - - ; Default linkset implmentation - ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' - ; builds a compound shape from the children shapes to create a single physical - ; shape. 'Compound' uses a lot less CPU time. - LinkImplementation = 1 ; 0=constraint, 1=compound - - ; If 'true', offset a linkset's origin based on mass of linkset parts. - LinksetOffsetCenterOfMass = false - - ; If 'true', turn scuplties into meshes - MeshSculptedPrim = true - - ; If 'true', force simple prims (box and sphere) to be meshed - ; If 'false', the Bullet native special case shape is used for square rectangles - ; and even dimensioned spheres. - ForceSimplePrimMeshing = false - - ; If 'true', when creating meshes, remove all triangles that have two equal vertexes. - ; Happens often in sculpties. If turned off, there will be some doorways - ; that cannot be walked through. - ShouldRemoveZeroWidthTriangles = true - - ; If 'true', use convex hull definition in mesh asset if present. - ShouldUseAssetHulls = true + ;force_simple_prim_meshing = false - ; If there are thousands of physical objects, these maximums should be increased. - MaxCollisionsPerFrame = 2048 - MaxUpdatesPerFrame = 8192 - - ; Detailed physics debug logging. Very verbose. - PhysicsLoggingEnabled = False - PhysicsLoggingDir = "." - VehicleLoggingEnabled = False - [RemoteAdmin] enabled = false @@ -1213,7 +1245,7 @@ ; update appearance copies inventory items and wearables of default avatars. if this value is false ; (default), 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 + copy_folders = true ; path to default appearance XML file that specifies the look of the default avatars ;default_appearance = default_appearance.xml @@ -1321,11 +1353,11 @@ ; 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 = 4 + day_length = 24 ; Year length in days - ;year_length = 60 + year_length = 365 ; Day to Night Ratio - ;day_night_offset = 0.45 + 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 @@ -1357,7 +1389,7 @@ [Cloud] ; Enable this to generate classic particle clouds above the sim. ; default is disabled - turn it on here - enabled = false + enabled = true ; Density of cloud cover 0.0 to 1.0 Defult 0.5 density = 0.5 @@ -1367,12 +1399,6 @@ cloud_update_rate = 1000 -[LightShare] - ; 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 - - [Trees] ; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying ; default is false @@ -1394,7 +1420,7 @@ ; Are god functions such as llSetObjectPermMask() allowed? If true then gods and only gods have access to these functions. ; If false then gods cannot execute these functions either. - AllowGodFunctions = false + AllowGodFunctions = true ; Restrict the email address used by llEmail to the address associated with the avatars user account? ; If true then llEmail will only send email to the address in the user account of the avatar who owns the object containing the script. @@ -1403,12 +1429,12 @@ ; Maximum number of llListen events we allow over the entire region. ; Set this to 0 to have no limit imposed - max_listens_per_region = 1000 + max_listens_per_region = 0 ; Maximum number of llListen events we allow per script ; Set this to 0 to have no limit imposed. - max_listens_per_script = 64 - + max_listens_per_script = 0 + ; Maximum number of external urls that scripts can set up in this simulator (e.g. via llRequestURL()) max_external_urls_per_simulator = 100 @@ -1520,7 +1546,7 @@ ; compared to previous version of llCastRay in OpenSimulator. ; Is in most cases considerably slower than llCastRay in Second Life. ; Generates geometry meshes and can therefore use much system resources. - UseLlCastRayV3 = false + UseLlCastRayV3 = true ; Accepted calculation precision error in calculations in llCastRay V3 FloatToleranceInLlCastRay = 0.00001 @@ -1596,7 +1622,7 @@ data_exposure = minimum ; If search is on, change this to your grid name; will be ignored for standalones - gridname = "OSGrid" + gridname = "${Const|GridName}" ; 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 @@ -1677,7 +1703,7 @@ ; 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 + DeleteScriptsOnStartup = false ; Controls whether scripts are stopped by aborting their threads externally (abort) ; or by co-operative checks inserted by OpenSimulator into compiled script (co-op). @@ -1709,42 +1735,10 @@ ; Allow the user of mod* functions. This allows a script to pass messages ; to a region module via the modSendCommand() function ; Default is false - AllowMODFunctions = false + AllowMODFunctions = true - ; Allow the use of os* functions (some are dangerous) - AllowOSFunctions = false - ; Allow the user of LightShare functions - AllowLightShareFunctions = false - - ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe - OSFunctionThreatLevel = VeryLow - - ; OS Functions enable/disable - ; For each function, you can add one line, as shown - ; The default for all functions allows them if below threat level - - ; true allows the use of the function unconditionally - ; Allow_osSetRegionWaterHeight = true - - ; false disables the function completely - ; Allow_osSetRegionWaterHeight = false - - ; Comma separated list of UUIDS allows the function for that list of UUIDS - ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb - - ; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are - ; - PARCEL_GROUP_MEMBER: allow if objectgroup is the same group as the parcel - ; - PARCEL_OWNER: allow if the objectowner is parcelowner - ; - ESTATE_MANAGER: allow if the object owner is a estate manager - ; - ESTATE_OWNER: allow if objectowner is estateowner - ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ... - - ; You can also use script creators as the uuid - ; Creators_osSetRegionWaterHeight = , ... - - ; If both Allow_ and Creators_ are given, effective permissions - ; are the union of the two. + AllowLightShareFunctions = true ; Interval (s) between background save of script states SaveInterval = 120 @@ -1753,10 +1747,10 @@ MaintenanceInterval = 10 ; Time a script can spend in an event handler before it is interrupted - EventLimit = 30 + EventLimit = 60 ; If a script overruns it's event limit, kill the script? - KillTimedOutScripts = false + KillTimedOutScripts = true ; Amount of time in milliseconds we will wait for an event to completely normally when a script stop is requested ; before aborting the thread (such as when an object containing scripts is taken into inventory). @@ -1764,30 +1758,37 @@ ; Maximum length of notecard line read ; Increasing this to large values potentially opens - ; up the system to malicious scripters - ; NotecardLineReadCharsMax = 255 + ; up the system to malicious scripters. Pfffft. + NotecardLineReadCharsMax = 1024 ; Minimum settable timer interval. Any timer setting less than this is ; rounded up to this minimum interval. - ; MinTimerInterval = 0.5 + MinTimerInterval = 0.1 ; Sensor settings - SensorMaxRange = 96.0 - SensorMaxResults = 16 + SensorMaxRange = 1024.0 + SensorMaxResults = 64 ; Allow for llCreateLink and llBreakLink to work without asking for permission ; only enable this in a trusted environment otherwise you may be subject to hijacking - ; AutomaticLinkPermission = false + AutomaticLinkPermission = true ; Disable underground movement of prims (default true); set to ; false to allow script controlled underground positioning of ; prims - ; DisableUndergroundMovement = true + DisableUndergroundMovement = false ;; Path to script assemblies ; 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" + + [Concierge] ; Enable concierge module ; Default is false @@ -1849,6 +1850,21 @@ safemode = false +[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 + + [VivoxVoice] ; The VivoxVoice module will allow you to provide voice on your ; region(s). It uses the same voice technology as the LL grid and @@ -1909,61 +1925,93 @@ [Groups] - Enabled = false - - ; This is the current groups stub in Region.CoreModules.Avatar.Groups. All the other settings below only really - ; apply to the Flotsam/SimianGrid GroupsModule - Module = Default - - ; This 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 = GroupsModule - - ; Enable Group Notices - ;NoticesEnabled = true - - ; This makes the Group module very chatty on the console. - DebugEnabled = false + Enabled = true - ; This makes the Groups Messaging module very chatty on the console. - DebugMessagingEnabled = false + ;# {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 = "Groups HG Service Connector" + + ;# {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 = remote + + ;# {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 = "${Const|BaseURL}:${Const|PrivatePort}" + + ;# {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 = true + + ;; 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 ; Groups data is cached for this number of seconds before another request is made to the groups service ; Set to 0 to disable the cache. ; Default is 30 seconds GroupsCacheTimeout = 30 - ; Specify which messaging module to use for groups messaging and if it's enabled - MessagingModule = GroupsMessagingModule - ;MessagingEnabled = true - - ; Experimental option to only message cached online users rather than all users - ; Should make large group with few online members messaging faster, as the expense of more calls to ROBUST presence service - ; (Flotsam groups only; in V2 this is always on) - MessageOnlineUsersOnly = false - - ; Service connectors to the Groups Service. Select one depending on whether you're using a Flotsam XmlRpc backend or a SimianGrid backend - - ; SimianGrid Service for Groups - ;ServicesConnectorModule = SimianGroupsServicesConnector - ;GroupsServerURI = http://mygridserver.com:82/Grid/ - - ; Flotsam XmlRpc Service for Groups - ;ServicesConnectorModule = XmlRpcGroupsServicesConnector - ;GroupsServerURI = http://yourxmlrpcserver.com/xmlrpc.php - - ; XmlRpc Security settings. These must match those set on your backend groups service if the service is using these keys - ;XmlRpcServiceReadKey = 1234 - ;XmlRpcServiceWriteKey = 1234 - ; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests, - ; this is a work around fora problem discovered on some Windows based region servers. + ; this is a work around for a problem discovered on some Windows based region servers. ; Only disable keep alive if you see a large number (dozens) of the following Exceptions: ; System.Net.WebException: The request was aborted: The request was canceled. ; XmlRpcDisableKeepAlive = false ; Minimum user level required to create groups - ;LevelGroupCreate = 0 + LevelGroupCreate = 0 [PacketPool] @@ -1993,7 +2041,7 @@ ; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in another region ; n > 1 will reduce UDP traffic but may lead to laggier movement observed in other avatars, though values up to 4 may not generate a noticeable effect. ChildTerseUpdatePeriod = 0 - + ; Send an update to clients if the difference from the last sent avatar position is greater than this tolerance RootPositionUpdateTolerance = 0.05 @@ -2003,6 +2051,7 @@ ; Send an update to clients if the difference from the last sent avatar velocity is greater than this tolerance RootVelocityUpdateTolerance = 0.001 + [Monitoring] ; Enable region monitoring ; If true, this will print out an error if more than a minute has passed since the last simulator frame @@ -2015,21 +2064,49 @@ ; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page ; Use a web browser and type in the "Login URI" + "/SStats/" ; For example- http://127.0.0.1:9000/SStats/ - ; enabled=false + enabled=true + [Statistics] - ; NumberOfFrames is used in a moving average calculation, where NumberOfFrames is the number of frames - ; to include in the averaging calculations - NumberOfFrames=10 + ; NumberOfFrames is used in a moving average calculation, where NumberOfFrames is the number of frames + ; to include in the averaging calculations + NumberOfFrames=10 + [MediaOnAPrim] ; Enable media on a prim facilities Enabled = true; -[NPC] - ;; Enable Non Player Character (NPC) facilities - Enabled = false +[UserProfiles] + ;# {ProfileURL} {} {Set url to UserProfilesService} {} + ;; Set the value of the url to your UserProfilesService + ;; If un-set / "" the module is disabled + ;; If the ProfileURL is not set, then very BASIC + ;; profile support will be configured. If the ProfileURL is set to a + ;; valid URL, then full profile support will be configured. The URL + ;; points to your grid's Robust user profiles service + ;; + ; ProfileURL = http://127.0.0.1:9000 + 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. +;; Alas IG uses first names for gods, not sure if that will work. +;; +;[GodNames] +; Enabled = false +; FullNames = "Test User, Foo Bar" +; Surnames = "Kryztlsk" [Terrain] @@ -2040,6 +2117,7 @@ ; the avatar outward. SendTerrainUpdatesByViewDistance = True + [LandManagement] ; When editing terrain or objects, parcel layer info is updated in the viewer. ; This can be expensive for large regions. If this variable is 'true', only the @@ -2049,10 +2127,11 @@ ; will be what it has always been (send the whole region's parcel layer info). ; Other parcel updates (login, changing parcel ownership, ...) will still send ; whole region. - LimitParcelLayerUpdateDistance = true - ParcelLayerViewDistance = 128 + LimitParcelLayerUpdateDistance = false + ParcelLayerViewDistance = 1024 -;; + +;; ;; If you are using a simian grid frontend you can enable ;; this module to upload tile images for the mapping fn ;; @@ -2066,10 +2145,10 @@ ;; JsonStore module provides structured store for scripts ;; [JsonStore] - Enabled = False + Enabled = true ;; Enable direct access to the SOP dynamic attributes - EnableObjectStore = False + EnableObjectStore = true MaxStringSpace = 0 @@ -2109,10 +2188,11 @@ ;; Default time interval (in ms) for the throttle service thread to wake up Interval = 5000 + [Dwell] ;; This enables the built in basic dwell module DwellModule = DefaultDwellModule + [Modules] Include-modules = "addon-modules/*/config/*.ini" - -- cgit v1.1