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author | Justin Clarke Casey | 2009-03-13 17:34:11 +0000 |
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committer | Justin Clarke Casey | 2009-03-13 17:34:11 +0000 |
commit | d17314f331a40f58bae6ae891bc87f018c430450 (patch) | |
tree | e69cdb5557a9afe9411b1b0fa439967478cce2e6 /bin/OpenSim.ini.example.preview | |
parent | Mark AssetBase.Metadata with [XmlIgnore] (diff) | |
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* Config preview round 2
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-rw-r--r-- | bin/OpenSim.ini.example.preview | 356 |
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diff --git a/bin/OpenSim.ini.example.preview b/bin/OpenSim.ini.example.preview deleted file mode 100644 index 51e737e..0000000 --- a/bin/OpenSim.ini.example.preview +++ /dev/null | |||
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1 | [Startup] | ||
2 | ; Set this to true if you want to log crashes to disk | ||
3 | ; this can be useful when submitting bug reports. | ||
4 | save_crashes = false | ||
5 | |||
6 | ; Directory to save crashes to if above is enabled | ||
7 | ; (eg default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt) | ||
8 | crash_dir = "crashes" | ||
9 | |||
10 | ; Http proxy support for llHTTPRequest and dynamic texture loading | ||
11 | ; Set HttpProxy to the URL for your proxy server if you would like | ||
12 | ; to proxy llHTTPRequests through a firewall | ||
13 | ; HttpProxy = "http://proxy.com" | ||
14 | ; Set HttpProxyExceptions to a list of regular expressions for | ||
15 | ; URLs that you don't want going through the proxy such as servers | ||
16 | ; inside your firewall, separate patterns with a ';' | ||
17 | ; HttpProxyExceptions = ".mydomain.com;localhost" | ||
18 | |||
19 | ; Set this to true if you are connecting your OpenSimulator regions to a grid | ||
20 | ; Set this to false if you are running OpenSimulator in standalone mode | ||
21 | gridmode = false | ||
22 | |||
23 | startup_console_commands_file = "startup_commands.txt" | ||
24 | shutdown_console_commands_file = "shutdown_commands.txt" | ||
25 | |||
26 | ; To run a script every few minutes, set the script filename here | ||
27 | ; timer_Script = "filename" | ||
28 | |||
29 | ; ## | ||
30 | ; ## CLIENTS | ||
31 | ; ## | ||
32 | |||
33 | ; Enables EventQueueGet Service. | ||
34 | EventQueue = true | ||
35 | |||
36 | ; Set this to the DLL containig the client stack to use. | ||
37 | clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll" | ||
38 | |||
39 | ; ## | ||
40 | ; ## REGIONS | ||
41 | ; ## | ||
42 | |||
43 | ; Determine where OpenSimulator looks for the files which tell it which regions to server | ||
44 | ; Defaults to "filesystem" if this setting isn't present | ||
45 | region_info_source = "filesystem" | ||
46 | ; region_info_source = "web" | ||
47 | |||
48 | ; Determines where the region XML files are stored if you are loading these from the filesystem. | ||
49 | ; Defaults to bin/Regions in your OpenSimulator installation directory | ||
50 | ; regionload_regionsdir="C:\somewhere\xmlfiles\" | ||
51 | |||
52 | ; Determines the page from which regions xml is retrieved if you are loading these from the web | ||
53 | ; The XML here has the same format as it does on the filesystem (including the <Root> tag), | ||
54 | ; except that everything is also enclosed in a <Regions> tag. | ||
55 | ; regionload_webserver_url = "http://example.com/regions.xml"; | ||
56 | |||
57 | ; Draw objects on maptile. This step might take a long time if you've got a huge amount of | ||
58 | ; objects, so you can turn it off here if you'd like. | ||
59 | DrawPrimOnMapTile = true | ||
60 | ; Use terrain texture for maptiles if true, use shaded green if false | ||
61 | TextureOnMapTile = false | ||
62 | |||
63 | ; Maximum total size, and maximum size where a prim can be physical | ||
64 | NonPhysicalPrimMax = 256 | ||
65 | PhysicalPrimMax = 10 | ||
66 | ClampPrimSize = false | ||
67 | |||
68 | ; Region crossing | ||
69 | AllowScriptCrossing = false | ||
70 | ; If you set this to "true", any region that can teleport to you can | ||
71 | ; inject ARBITRARY BINARY CODE into your system. Use at your own risk. | ||
72 | ; YOU HAVE BEEN WARNED!!! | ||
73 | TrustBinaries = false | ||
74 | |||
75 | ; ## | ||
76 | ; ## STORAGE | ||
77 | ; ## | ||
78 | |||
79 | ; *** Prim Storage - only leave one storage_plugin uncommented *** | ||
80 | ; --- Null stores nothing - effectively disabling persistence: | ||
81 | ;storage_plugin = "OpenSim.Data.Null.dll" | ||
82 | |||
83 | ; --- To use sqlite as region storage: | ||
84 | storage_plugin = "OpenSim.Data.SQLite.dll" | ||
85 | storage_connection_string="URI=file:OpenSim.db,version=3"; | ||
86 | |||
87 | ; --- To use MySQL storage, supply your own connectionstring (this is only an example): | ||
88 | ; note that the supplied account needs create privilegies if you want it to auto-create needed tables. | ||
89 | ; storage_plugin="OpenSim.Data.MySQL.dll" | ||
90 | ; storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;"; | ||
91 | ; If you want to use a different database/server for estate data, then | ||
92 | ; uncomment and change this connect string. Defaults to the above if not set | ||
93 | ; estate_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;"; | ||
94 | |||
95 | ; Select whether you want to use local or grid asset storage. | ||
96 | ; | ||
97 | ; If you're running in standalone, you definitely want local, since there is no grid (hence this is redundant, and should | ||
98 | ; really be eliminated). The database itself is defined in asset_plugin below | ||
99 | ; | ||
100 | ; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the | ||
101 | ; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets | ||
102 | ; locally. This will mean you won't be able to take items using your assets to other people's regions. | ||
103 | |||
104 | ; asset_database can be default, local or grid. This controls where assets (textures, scripts, etc.) are stored for your region | ||
105 | ; | ||
106 | ; If set to default, then | ||
107 | ; In standalone mode the local database based asset service will be used | ||
108 | ; In grid mode the grid asset service will be used for asset storage | ||
109 | ; This is probably the setting that you want. | ||
110 | ; | ||
111 | ; If set to local then the local database based asset service will be used in standalone and grid modes | ||
112 | ; If set to grid then the grid based asset service will be used in standalone and grid modes | ||
113 | ; All other values will cause a search for a matching assembly that contains an asset server client. | ||
114 | ; See also: AssetCache | ||
115 | asset_database = "default" | ||
116 | |||
117 | ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to | ||
118 | ; prevent frequently changing objects from heavily loading the region data store. | ||
119 | ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep. | ||
120 | ; | ||
121 | ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds | ||
122 | MinimumTimeBeforePersistenceConsidered = 60 | ||
123 | ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago | ||
124 | MaximumTimeBeforePersistenceConsidered = 600 | ||
125 | |||
126 | ; Should avatars in neighbor sims see objects in this sim? | ||
127 | see_into_this_sim_from_neighbor = True | ||
128 | |||
129 | ; ## | ||
130 | ; ## PHYSICS | ||
131 | ; ## | ||
132 | |||
133 | ; 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. | ||
134 | physical_prim = true | ||
135 | |||
136 | ; Select a mesher here. ZeroMesher is save and fast. | ||
137 | ; ZeroMesher also means that the physics engine models the physics of prims | ||
138 | ; sticking to the basic shapes the engine does support. Usually this is only a box. | ||
139 | ; Meshmerizer gives a better handling of complex prims by using triangle meshes. | ||
140 | ; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way | ||
141 | ; | ||
142 | meshing = ZeroMesher | ||
143 | ;meshing = Meshmerizer | ||
144 | |||
145 | ; Choose one of the physics engines below | ||
146 | physics = basicphysics | ||
147 | ;physics = POS | ||
148 | ;physics = OpenDynamicsEngine | ||
149 | ;physics = modified_BulletX | ||
150 | |||
151 | ; ## | ||
152 | ; ## PERMISSIONS | ||
153 | ; ## | ||
154 | |||
155 | ;permissionmodules = "DefaultPermissionsModule" | ||
156 | |||
157 | ; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy | ||
158 | ; any item, etc. This may not yet be implemented uniformally. | ||
159 | ; If set to true, then all permissions checks are carried out | ||
160 | ; Default is false | ||
161 | serverside_object_permissions = false | ||
162 | |||
163 | allow_grid_gods = false | ||
164 | |||
165 | ; This allows somne control over permissions | ||
166 | ; please note that this still doesn't duplicate SL, and is not intended to | ||
167 | ;region_owner_is_god = true | ||
168 | ;parcel_owner_is_god = true | ||
169 | |||
170 | ; Control user types that are allowed to create new scripts | ||
171 | ; Only enforced if serviceside_object_permissions is true | ||
172 | ; | ||
173 | ; Current possible values are | ||
174 | ; all - anyone can create scripts (subject to normal permissions) | ||
175 | ; gods - only administrators can create scripts (as long as allow_grid_gods is true) | ||
176 | ; Default value is all | ||
177 | ; allowed_script_creators = all | ||
178 | |||
179 | ; Control user types that are allowed to edit (save) scripts | ||
180 | ; Only enforced if serviceside_object_permissions is true | ||
181 | ; | ||
182 | ; Current possible values are | ||
183 | ; all - anyone can edit scripts (subject to normal permissions) | ||
184 | ; gods - only administrators can edit scripts (as long as allow_grid_gods is true) | ||
185 | ; Default value is all | ||
186 | ; allowed_script_editors = all | ||
187 | |||
188 | ; ## | ||
189 | ; ## SCRIPT ENGINE | ||
190 | ; ## | ||
191 | |||
192 | ;DefaultScriptEngine = "ScriptEngine.DotNetEngine" | ||
193 | DefaultScriptEngine = "XEngine" | ||
194 | |||
195 | ; ## | ||
196 | ; ## WORLD MAP | ||
197 | ; ## | ||
198 | |||
199 | ;WorldMapModule = "WorldMap" | ||
200 | ;MapImageModule = "MapImageModule" | ||
201 | |||
202 | ; ## | ||
203 | ; ## Customized Cache Implementation | ||
204 | ; ## | ||
205 | ; | ||
206 | ; The AssetCache value allows the name of an alternative caching | ||
207 | ; implementation to be specified. This can normally be omitted. | ||
208 | ; This value corresponds to the provider value associated with the | ||
209 | ; intended cache implementation plugin. | ||
210 | ; See also: asset_database | ||
211 | |||
212 | ; AssetCache = "OpenSim.Framework.Communications.Cache.AssetCache" | ||
213 | |||
214 | ; ## | ||
215 | ; ## EMAIL MODULE | ||
216 | ; ## | ||
217 | |||
218 | ;emailmodule = DefaultEmailModule | ||
219 | |||
220 | [SMTP] | ||
221 | |||
222 | enabled=false | ||
223 | |||
224 | ;enabled=true | ||
225 | ;internal_object_host=lsl.opensim.local | ||
226 | ;host_domain_header_from=127.0.0.1 | ||
227 | ;SMTP_SERVER_HOSTNAME=127.0.0.1 | ||
228 | ;SMTP_SERVER_PORT=25 | ||
229 | ;SMTP_SERVER_LOGIN=foo | ||
230 | ;SMTP_SERVER_PASSWORD=bar | ||
231 | |||
232 | [Communications] | ||
233 | |||
234 | ;InterregionComms = "LocalComms" | ||
235 | InterregionComms = "RESTComms" | ||
236 | |||
237 | [StandAlone] | ||
238 | accounts_authenticate = true | ||
239 | welcome_message = "Welcome to OpenSimulator" | ||
240 | |||
241 | ; Asset database provider | ||
242 | asset_plugin = "OpenSim.Data.SQLite.dll" | ||
243 | ; asset_plugin = "OpenSim.Data.MySQL.dll" ; for mysql | ||
244 | ; asset_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate | ||
245 | |||
246 | ; the Asset DB source. This only works for sqlite, mysql, and nhibernate for now | ||
247 | ; Asset source SQLite example | ||
248 | asset_source = "URI=file:Asset.db,version=3" | ||
249 | ; Asset Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING) | ||
250 | ; asset_source = "SQLiteDialect;SqliteClientDriver;URI=file:Asset.db,version=3" | ||
251 | ; Asset Source MySQL example | ||
252 | ;asset_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;" | ||
253 | |||
254 | ; Inventory database provider | ||
255 | inventory_plugin = "OpenSim.Data.SQLite.dll" | ||
256 | ; inventory_plugin = "OpenSim.Data.MySQL.dll" | ||
257 | ; inventory_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate | ||
258 | |||
259 | ; Inventory source SQLite example | ||
260 | inventory_source = "URI=file:inventoryStore.db,version=3" | ||
261 | ; Inventory Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING) | ||
262 | ; inventory_source = "SQLiteDialect;SqliteClientDriver;URI=file:Inventory.db,version=3" | ||
263 | ; Inventory Source MySQL example | ||
264 | ;inventory_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;" | ||
265 | |||
266 | ; User Data Database provider | ||
267 | ; | ||
268 | ; Multiple providers can be specified by separating them with commas (whitespace is unimportant) | ||
269 | ; If multiple providers are specified then if a profile is requested, each is queried until one | ||
270 | ; provides a valid profile, or until all providers have been queried. | ||
271 | ; Unfortunately the order of querying is currently undefined (it may not be the order in which | ||
272 | ; providers are specified here). This needs to be fixed | ||
273 | ; | ||
274 | userDatabase_plugin = "OpenSim.Data.SQLite.dll" | ||
275 | ; userDatabase_plugin = "OpenSim.Data.MySQL.dll" | ||
276 | ; userDatabase_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate | ||
277 | |||
278 | ; User source SQLite example | ||
279 | user_source = "URI=file:userprofiles.db,version=3" | ||
280 | ; User Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING) | ||
281 | ; user_source = "SQLiteDialect;SqliteClientDriver;URI=file:User.db,version=3" | ||
282 | ; User Source MySQL example | ||
283 | ;user_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;" | ||
284 | |||
285 | ; Specifies the location and filename of the default inventory library control file. The path can be relative or absolute | ||
286 | ; Default is ./inventory/Libraries.xml | ||
287 | LibrariesXMLFile="./inventory/Libraries.xml" | ||
288 | |||
289 | ; Specifies the location and filename of the inventory library assets control file. The path can be relative or absolute | ||
290 | ; Setting is optional. Default is ./assets/AssetSets.xml | ||
291 | AssetSetsXMLFile="./assets/AssetSets.xml" | ||
292 | |||
293 | dump_assets_to_file = false | ||
294 | |||
295 | |||
296 | [ClientStack.LindenUDP] | ||
297 | ; This is the multiplier applied to all client throttles for outgoing UDP network data | ||
298 | ; If it is set to 1, then we obey the throttle settings as given to us by the client. If it is set to 3, for example, then we | ||
299 | ; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we | ||
300 | ; will actually push down data at a maximum rate of 750 kilobits per second). | ||
301 | ; | ||
302 | ; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster | ||
303 | ; than its UI allows the setting to go. This may be okay in some situations, such as standalone OpenSim | ||
304 | ; applications on a LAN. However, the greater the multipler, the higher the risk of packet drop, resulting | ||
305 | ; in symptoms such as missing terrain or objects. A much better solution is to change the client UI to allow | ||
306 | ; higher network bandwidth settings directly, though this isn't always possible. | ||
307 | ; | ||
308 | ; Currently this setting is 2 by default because we currently send much more texture data than is strictly | ||
309 | ; necessary. A setting of 1 could result in slow texture transfer. This will be fixed when the transfer | ||
310 | ; of textures at different levels of quality is improved. | ||
311 | ; | ||
312 | ; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter | ||
313 | ; unexpected difficulties | ||
314 | client_throttle_multiplier = 2; | ||
315 | |||
316 | |||
317 | |||
318 | |||
319 | |||
320 | |||
321 | |||
322 | [DataSnapshot] | ||
323 | ; The following set of configs pertains to search. | ||
324 | ; Set index_sims to true to enable search engines to index your searchable data | ||
325 | ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs | ||
326 | ; default is false | ||
327 | index_sims = false | ||
328 | |||
329 | ; The variable data_exposure controls what the regions expose: | ||
330 | ; minimum: exposes only things explicitly marked for search | ||
331 | ; all: exposes everything | ||
332 | data_exposure = minimum | ||
333 | |||
334 | ; If search is on, change this to your grid name; will be ignored for standalones | ||
335 | gridname = "OSGrid" | ||
336 | |||
337 | ; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast. | ||
338 | ; Later, you may want to increase this to 3600 (1 hour) or more | ||
339 | default_snapshot_period = 1200 | ||
340 | |||
341 | ; This will be created in bin, if it doesn't exist already. It will hold the data snapshots. | ||
342 | snapshot_cache_directory = "DataSnapshot" | ||
343 | |||
344 | ; This semicolon-separated string serves to notify specific data services about the existence | ||
345 | ; of this sim. Uncomment if you want to index your data with this and/or other search providers. | ||
346 | ;data_services="http://metaverseink.com/cgi-bin/register.py" | ||
347 | |||
348 | |||
349 | [OpenGridProtocol] | ||
350 | ;These are the settings for the Open Grid Protocol.. the Agent Domain, Region Domain, you know.. | ||
351 | ;On/true or Off/false | ||
352 | ogp_enabled=false | ||
353 | |||
354 | ;Name Prefix/suffix when using OGP | ||
355 | ogp_firstname_prefix="" | ||
356 | ogp_lastname_suffix="_EXTERNAL" | ||