[AssetCache]
    ;;
    ;; Options for FlotsamAssetCache
    ;;

    ; cache directory can be shared by multiple instances
    CacheDirectory = ./assetcache
    ; Other examples:
    ;CacheDirectory = /directory/writable/by/OpenSim/instance

    ; Log level
    ; 0 - (Error) Errors only
    ; 1 - (Info)  Hit Rate Stats + Level 0
    ; 2 - (Debug) Cache Activity (Reads/Writes) + Level 1
    ;
    LogLevel = 0

    ; How often should hit rates be displayed (given in AssetRequests)
    ; 0 to disable
    HitRateDisplay = 100

    ; Set to false for no memory cache
    MemoryCacheEnabled = false

    ; Set to false for no file cache
    FileCacheEnabled = true

    ; How long {in hours} to keep assets cached in memory, .5 == 30 minutes
    ; Optimization: for VPS or limited memory system installs set Timeout to .016 (1 minute)
    ; increases performance without large memory impact
    MemoryCacheTimeout = 2

    ; How long {in hours} to keep assets cached on disk, .5 == 30 minutes
    ; Specify 0 if you do not want your disk cache to expire
    FileCacheTimeout = 48

    ; How often {in hours} should the disk be checked for expired filed
    ; Specify 0 to disable expiration checking
    FileCleanupTimer = 1.0  ;every hour

    ; If WAIT_ON_INPROGRESS_REQUESTS has been defined then this specifies how
    ; long (in miliseconds) to block a request thread while trying to complete
    ; an existing write to disk.
    ; NOTE: THIS PARAMETER IS NOT CURRENTLY USED BY THE CACHE
    ; WaitOnInprogressTimeout = 3000

    ; Number of tiers to use for cache directories (current valid
    ; range 1 to 3)
    ;CacheDirectoryTiers = 1

    ; Number of letters per path tier, 1 will create 16 directories
    ; per tier, 2 - 256, 3 - 4096 and 4 - 65K
    ;CacheDirectoryTierLength = 3

    ; Warning level for cache directory size
    ;CacheWarnAt = 30000

    ; Perform a deep scan of all assets within all regions, looking for all assets
    ; present or referenced.  Mark all assets found that are already present in the
    ; cache, and request all assets that are found that are not already cached (this
    ; will cause those assets to be cached)
    ;
    DeepScanBeforePurge = true