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1;; This is the main configuration file for OpenSimulator.
2;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
3;; If it's named OpenSim.ini.example then you will need to copy it to
4;; OpenSim.ini first (if that file does not already exist)
5;;
6;; Once you have copied OpenSim.ini.example to OpenSim.ini you will at least
7;; need to set the constants in the [Const] section and pick an architecture
8;; in the [Architecture] section at the end of this file. The architecture
9;; will require a suitable .ini file in the config-include directory, either
10;; StandaloneCommon.ini or GridCommon.ini which you can copy and modify from the
11;; available .example files.
12;;
13;; The settings in this file are in the form "<key> = <value>". For example,
14;; save_crashes = false in the [Startup] section below.
15;;
16;; All settings are initially commented out and the default value used, as
17;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
18;; deleting the initial semicolon (;) and then change the value. This will
19;; override the value in OpenSimDefaults.ini
20;;
21;; If you want to find out what configuration OpenSimulator has finished with
22;; once all the configuration files are loaded then type "config show" on the
23;; region console command line.
24;;
25;;
26;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
27;;
28;; All leading white space is ignored, but preserved.
29;;
30;; Double semicolons denote a text comment
31;;
32;; ;# denotes a configuration directive description
33;; formatted as:
34;; {option} {depends on} {question to ask} {choices} default value
35;; Any text comments following the declaration, up to the next blank line.
36;; will be copied to the generated file (NOTE: generation is not yet
37;; implemented)
38;;
39;; A * in the choices list will allow an empty entry.
40;; An empty question will set the default if the dependencies are
41;; satisfied.
42;;
43;; ; denotes a commented out option.
44;; Any options added to OpenSim.ini.example should be initially commented
45;; out.
46
47
48[Const]
49 ; For a grid these will usually be the externally accessible IP/DNS
50 ; name and use default public port 8002 and default private port 8003
51 ; For a standalone this will usually be the externally accessible IP/DNS
52 ; name and use default public port 9000. The private port is not used
53 ; in the configuration for a standalone.
54
55 ;# {BaseURL} {} {BaseURL} {"http://example.com" "http://127.0.0.1"} "http://127.0.0.1"
56 BaseURL = http://127.0.0.1
57
58 ;# {PublicPort} {} {PublicPort} {8002 9000} "8002"
59 PublicPort = "8002"
60
61 ;# {PrivatePort} {} {PrivatePort} {8003} "8003"
62 PrivatePort = "8003"
63
64
65[Startup]
66 ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
67 ;; Console prompt
68 ;; Certain special characters can be used to customize the prompt
69 ;; Currently, these are
70 ;; \R - substitute region name
71 ;; \\ - substitute \
72 ; ConsolePrompt = "Region (\R) "
73
74 ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
75 ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
76 ; ConsoleHistoryFileEnabled = true
77
78 ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
79 ;; The history file can be just a filename (relative to OpenSim's bin/ directory
80 ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
81 ; ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
82
83 ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
84 ;; How many lines of command history should we keep? (default is 100)
85 ; ConsoleHistoryFileLines = 100
86
87 ;# {save_crashes} {} {Save crashes to disk?} {true false} false
88 ;; Set this to true if you want to log crashes to disk
89 ;; this can be useful when submitting bug reports.
90 ;; However, this will only log crashes within OpenSimulator that cause the
91 ;; entire program to exit
92 ;; It will not log crashes caused by virtual machine failures, which
93 ;; includes mono and ODE failures.
94 ;; You will need to capture these native stack traces by recording the
95 ;; session log itself.
96 ; save_crashes = false
97
98 ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
99 ;; Directory to save crashes to if above is enabled
100 ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
101 ; crash_dir = "crashes"
102
103 ;# {PIDFile} {} {Path to PID file?} {}
104 ;; Place to create a PID file
105 ; PIDFile = "/tmp/OpenSim.exe.pid"
106
107 ;# {RegistryLocation} {} {Addins Registry Location} {}
108 ; Set path to directory for addin registry if you want addins outside of bin.
109 ; Information about the registered repositories and installed plugins will
110 ; be stored here. The OpenSim.exe process must have R/W access to the location.
111 ; RegistryLocation = "."
112
113 ;# {ConfigDirectory} {} {Set path to directory for modular ini files} {}
114 ; Used by region module addins. You can set this to outside bin, so that addin
115 ; configurations will survive updates. The OpenSim.exe process must have R/W access
116 ; to the location.
117 ; ConfigDirectory = "."
118
119 ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
120 ;; Determine where OpenSimulator looks for the files which tell it
121 ;; which regions to server
122 ;; Default is "filesystem"
123 ; region_info_source = "filesystem"
124 ; region_info_source = "web"
125
126 ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
127 ;; Determines where the region XML files are stored if you are loading
128 ;; these from the filesystem.
129 ;; Defaults to bin/Regions in your OpenSimulator installation directory
130 ; regionload_regionsdir="C:\somewhere\xmlfiles\"
131
132 ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
133 ;; Determines the page from which regions xml is retrieved if you are
134 ;; loading these from the web.
135 ;; The XML here has the same format as it does on the filesystem
136 ;; (including the <Root> tag), except that everything is also enclosed
137 ;; in a <Regions> tag.
138 ; regionload_webserver_url = "http://example.com/regions.xml";
139
140 ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
141 ;; Allow the simulator to start up if there are no region configuration available
142 ;; from the selected region_info_source.
143 ; allow_regionless = false
144
145 ;# {MaxPrimUndos} {} {Maximum number of undos avialable for position, rotation and scale changes of each prim} {} 20
146 ;; Increasing the number of undos available number will increase memory usage.
147 MaxPrimUndos = 20
148
149 ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
150 ;; Minimum size for non-physical prims. Affects resizing of existing
151 ;; prims. This can be overridden in the region config file (as
152 ;; NonPhysicalPrimMin!).
153 ; NonPhysicalPrimMin = 0.001
154
155 ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
156 ;; Maximum size for non-physical prims. Affects resizing of existing
157 ;; prims. This can be overridden in the region config file (as
158 ;; NonPhysicalPrimMax!).
159 ; NonPhysicalPrimMax = 256
160
161 ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
162 ;; Minimum size where a prim can be physical. Affects resizing of
163 ;; existing prims. This can be overridden in the region config file.
164 ; PhysicalPrimMin = 0.01
165
166 ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
167 ;; Maximum size where a prim can be physical. Affects resizing of
168 ;; existing prims. This can be overridden in the region config file.
169 ; PhysicalPrimMax = 64
170
171 ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
172 ;; If a viewer attempts to rez a prim larger than the non-physical or
173 ;; physical prim max, clamp the dimensions to the appropriate maximum
174 ;; This can be overridden in the region config file.
175 ; ClampPrimSize = false
176
177 ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
178 ;; Maximum number of prims allowable in a linkset. Affects creating new
179 ;; linksets. Ignored if less than or equal to zero.
180 ;; This can be overridden in the region config file.
181 ; LinksetPrims = 0
182
183 ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
184 ;; Allow scripts to keep running when they cross region boundaries, rather
185 ;; than being restarted. State is reloaded on the destination region.
186 ;; This only applies when crossing to a region running in a different
187 ;; simulator.
188 ;; For crossings where the regions are on the same simulator the script is
189 ;; always kept running.
190 ; AllowScriptCrossing = true
191
192 ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
193 ;; Allow compiled script binary code to cross region boundaries.
194 ;; If you set this to "true", any region that can teleport to you can
195 ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
196 ;; YOU HAVE BEEN WARNED!!!
197 ; TrustBinaries = false
198
199 ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content or varregions!)} {true false} false
200 ;; Combine all contiguous regions into one large megaregion
201 ;; Order your regions from South to North, West to East in your regions.ini
202 ;; and then set this to true
203 ;; Warning! Don't use this with regions that have existing content!,
204 ;; This will likely break them
205 ;; Also, this setting should be set to false for varregions as they are proper larger single regions rather than combined smaller regions.
206 ; CombineContiguousRegions = false
207
208 ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
209 ;; If you have only one region in an instance, or to avoid the many bugs
210 ;; that you can trigger in modules by restarting a region, set this to
211 ;; true to make the entire instance exit instead of restarting the region.
212 ;; This is meant to be used on systems where some external system like
213 ;; Monit will restart any instance that exits, thereby making the shutdown
214 ;; into a restart.
215 ; InworldRestartShutsDown = false
216
217 ;; Persistence of changed objects happens during regular sweeps. The
218 ;; following control that behaviour to prevent frequently changing objects
219 ;; from heavily loading the region data store.
220 ;; If both of these values are set to zero then persistence of all changed
221 ;; objects will happen on every sweep.
222
223 ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
224 ;; Objects will be considered for persistance in the next sweep when they
225 ;; have not changed for this number of seconds.
226 ; MinimumTimeBeforePersistenceConsidered = 60
227
228 ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
229 ;; Objects will always be considered for persistance in the next sweep
230 ;; if the first change occurred this number of seconds ago.
231 ; MaximumTimeBeforePersistenceConsidered = 600
232
233 ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
234 ;; if you would like to allow prims to be physical and move by physics
235 ;; with the physical checkbox in the client set this to true.
236 ; physical_prim = true
237
238 ;; Select a mesher here.
239 ;;
240 ;; Meshmerizer properly handles complex prims by using triangle meshes.
241 ;; Note that only the ODE physics engine currently deals with meshed
242 ;; prims in a satisfactory way.
243
244 ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
245 ;; ZeroMesher is faster but leaves the physics engine to model the mesh
246 ;; using the basic shapes that it supports.
247 ;; Usually this is only a box.
248 ;; Default is Meshmerizer
249 ; meshing = Meshmerizer
250 ; meshing = ZeroMesher
251
252 ;; Choose one of the physics engines below
253 ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
254 ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
255 ;; BulletSim supports varregions.
256 ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
257 ;; It continues to provide a workable physics implementation. It does not currently support varregions.
258 ;; basicphysics effectively does not model physics at all, making all objects phantom.
259 ;; Default is BulletSim
260 ; physics = OpenDynamicsEngine
261 ; physics = BulletSim
262 ; physics = basicphysics
263 ; physics = POS
264
265 ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
266 ;; Default script engine to use. Currently, we only have XEngine
267 ; DefaultScriptEngine = "XEngine"
268
269 ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
270 ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
271 ;; required
272 ; HttpProxy = "http://proxy.com:8080"
273
274 ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
275 ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
276 ;; list of regular expressions for URLs that you don't want to go through
277 ;; the proxy.
278 ;; For example, servers inside your firewall.
279 ;; Separate patterns with a ';'
280 ; HttpProxyExceptions = ".mydomain.com;localhost"
281
282 ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
283 ;; The email module requires some configuration. It needs an SMTP
284 ;; server to send mail through.
285 ; emailmodule = DefaultEmailModule
286
287 ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
288 ;; SpawnPointRouting adjusts the landing for incoming avatars.
289 ;; "closest" will place the avatar at the SpawnPoint located in the closest
290 ;; available spot to the destination (typically map click/landmark).
291 ;; "random" will place the avatar on a randomly selected spawnpoint;
292 ;; "sequence" will place the avatar on the next sequential SpawnPoint
293 ; SpawnPointRouting = closest
294
295 ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
296 ;; TelehubAllowLandmark allows users with landmarks to override telehub
297 ;; routing and land at the landmark coordinates when set to true
298 ;; default is false
299 ; TelehubAllowLandmark = false
300
301
302[AccessControl]
303 ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
304 ;; Bar (|) separated list of viewers which may gain access to the regions.
305 ;; One can use a substring of the viewer name to enable only certain
306 ;; versions
307 ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
308 ;; - "Imprudence" has access
309 ;; - "Imprudence 1.3" has access
310 ;; - "Imprudence 1.3.1" has no access
311 ; AllowedClients = ""
312
313 ;# {DeniedClients} {} {Bar (|) separated list of denied clients} {}
314 ;; Bar (|) separated list of viewers which may not gain access to the regions.
315 ;; One can use a Substring of the viewer name to disable only certain
316 ;; versions
317 ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
318 ;; - "Imprudence" has no access
319 ;; - "Imprudence 1.3" has no access
320 ;; - "Imprudence 1.3.1" has access
321 ;;
322 ; DeniedClients = ""
323
324
325[Map]
326 ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
327 ;; Map tile options.
328 ;; If true, then maptiles are generated using the MapImageModule below.
329 ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
330 ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
331 ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
332 ; GenerateMaptiles = true
333
334 ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
335 ;; The module to use in order to generate map images.
336 ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
337 ;; generate better images.
338 ;MapImageModule = "MapImageModule"
339
340 ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
341 ;; If desired, a running region can update the map tiles periodically
342 ;; to reflect building activity. This names no sense of you don't have
343 ;; prims on maptiles. Value is in seconds.
344 ; MaptileRefresh = 0
345
346 ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
347 ;; If not generating maptiles, use this static texture asset ID
348 ;; This may be overridden on a per region basis in Regions.ini
349 ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
350
351 ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
352 ;; Use terrain texture for maptiles if true, use shaded green if false
353 ; TextureOnMapTile = true
354
355 ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
356 ;; Draw objects on maptile. This step might take a long time if you've
357 ;; got a large number of objects, so you can turn it off here if you'd like.
358 ; DrawPrimOnMapTile = true
359
360 ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
361 ;; Texture the faces of the prims that are rendered on the map tiles.
362 ; TexturePrims = true
363
364 ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
365 ;; Only texture prims that have a diagonal size greater than this number
366 ; TexturePrimSize = 48
367
368 ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
369 ;; Attempt to render meshes and sculpties on the map
370 ; RenderMeshes = false;
371
372
373[Permissions]
374 ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
375 ;; Permission modules to use, separated by comma.
376 ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
377 ; permissionmodules = DefaultPermissionsModule
378
379 ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
380 ;; These are the parameters for the default permissions module
381 ;;
382 ;; If set to false, then, in theory, the server never carries out
383 ;; permission checks (allowing anybody to copy
384 ;; any item, etc. This may not yet be implemented uniformally.
385 ;; If set to true, then all permissions checks are carried out
386 ; serverside_object_permissions = true
387
388 ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
389 ;; This allows users with a UserLevel of 200 or more to assume god
390 ;; powers in the regions in this simulator.
391 ; allow_grid_gods = false
392
393 ;; This allows some control over permissions
394 ;; please note that this still doesn't duplicate SL, and is not intended to
395 ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
396 ;; Allow region owners to assume god powers in their regions
397 ; region_owner_is_god = true
398
399 ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
400 ;; Allow region managers to assume god powers in regions they manage
401 ; region_manager_is_god = false
402
403 ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
404 ;; Allow parcel owners to assume god powers in their parcels
405 ; parcel_owner_is_god = true
406
407 ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
408 ;; More control over permissions
409 ;; This is definitely not SL!
410 ;; Provides a simple control for land owners to give build rights to
411 ;; specific avatars in publicly accessible parcels that disallow object
412 ;; creation in general.
413 ;; Owners specific avatars by adding them to the Access List of the parcel
414 ;; without having to use the Groups feature
415 ; simple_build_permissions = false
416
417
418[Estates]
419 ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
420 ; If these values are uncommented then they will be used to create a default estate as necessary.
421 ; New regions will be automatically assigned to that default estate.
422
423 ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
424 ;; Name for the default estate
425 ; DefaultEstateName = My Estate
426
427 ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
428 ;; Name for default estate owner
429 ; DefaultEstateOwnerName = FirstName LastName
430
431
432 ; ** Standalone Estate Settings **
433 ; The following parameters will only be used on a standalone system to
434 ; create an estate owner that does not already exist
435
436 ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
437 ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
438 ;; UUID will be assigned. This is normally what you want
439 ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
440
441 ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
442 ;; Email address for the default estate owner
443 ; DefaultEstateOwnerEMail = owner@domain.com
444
445 ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
446 ;; Password for the default estate owner
447 ; DefaultEstateOwnerPassword = password
448
449
450[SMTP]
451 ;; The SMTP server enabled the email module to send email to external
452 ;; destinations.
453
454 ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
455 ;; Enable sending email via SMTP
456 ; enabled = false
457
458 ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
459 ; internal_object_host = lsl.opensim.local
460
461 ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
462 ; host_domain_header_from = "127.0.0.1"
463
464 ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
465 ; email_pause_time = 20
466
467 ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
468 ; email_max_size = 4096
469
470 ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
471 ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
472
473 ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
474 ; SMTP_SERVER_PORT = 25
475
476 ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
477 ; SMTP_SERVER_LOGIN = ""
478
479 ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
480 ; SMTP_SERVER_PASSWORD = ""
481
482
483[Network]
484 ;# {ConsoleUser} {} {User name for console account} {}
485 ;; Configure the remote console user here. This will not actually be used
486 ;; unless you use -console=rest at startup.
487 ; ConsoleUser = "Test"
488 ;# {ConsolePass} {} {Password for console account} {}
489 ; ConsolePass = "secret"
490 ;# {console_port} {} {Port for console connections} {} 0
491 ; console_port = 0
492
493 ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
494 ;; Simulator HTTP port. This is not the region port, but the port the
495 ;; entire simulator listens on. This port uses the TCP protocol, while
496 ;; the region ports use UDP.
497 ; http_listener_port = 9000
498
499 ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
500 ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
501 ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
502 ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
503 ;
504 ; You can whitelist individual endpoints by IP or FQDN, e.g.
505 ;
506 ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
507 ;
508 ; You can specify multiple addresses by separating them with a bar. For example,
509 ;
510 ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
511 ;
512 ; If an address if given without a port number then port 80 is assumed
513 ;
514 ; You can also specify a network range in CIDR notation to whitelist, e.g.
515 ;
516 ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
517 ;
518 ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
519 ; To specify an individual IP address use the /32 netmask
520 ;
521 ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
522 ;
523 ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation
524
525 ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
526 ;; Hostname to use in llRequestURL/llRequestSecureURL
527 ;; if not defined - default machine name is being used
528 ;; (on Windows this mean NETBIOS name - useably only inside local network)
529 ; ExternalHostNameForLSL = "127.0.0.1"
530
531 ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
532 ;; What is reported as the "X-Secondlife-Shard"
533 ;; Defaults to the user server url if not set
534 ;; The old default is "OpenSim", set here for compatibility
535 ;; The below is not commented for compatibility.
536 shard = "OpenSim"
537
538 ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
539 ;; What is reported as the "User-Agent" when using llHTTPRequest
540 ;; Defaults to not sent if not set here. See the notes section in the wiki
541 ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
542 ;; " (Mozilla Compatible)" to the text where there are problems with a
543 ;; web server
544 ; user_agent = "OpenSim LSL (Mozilla Compatible)"
545
546 ;; The follow 3 variables are for HTTP Basic Authentication for the Robust services.
547 ;; Use this if your central services in port 8003 need to be accessible on the Internet
548 ;; but you want to protect them from unauthorized access. The username and password
549 ;; here need to match the ones in the Robust service configuration.
550 ; AuthType = "BasicHttpAuthentication"
551 ; HttpAuthUsername = "some_username"
552 ; HttpAuthPassword = "some_password"
553 ;;
554 ;; Any of these 3 variables above can be overriden in any of the service sections.
555
556
557[XMLRPC]
558 ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
559 ;; If enabled and set to XmlRpcRouterModule, this will post an event,
560 ;; "xmlrpc_uri(string)" to the script concurrently with the first
561 ;; remote_data event. This will contain the fully qualified URI an
562 ;; external site needs to use to send XMLRPC requests to that script
563 ;;
564 ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
565 ;; will be registered with an external service via a configured uri
566 ;XmlRpcRouterModule = "XmlRpcRouterModule"
567
568 ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
569 ;XmlRpcPort = 20800
570
571 ;# {XmlRpcHubURI} {XmlRpcRouterModule} {URI for external service used to register xmlrpc channels created in the simulator. This depends on XmlRpcRouterModule being set to XmlRpcGridRouterModule} {} http://example.com
572 ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
573 ;; will use this address to register xmlrpc channels on the external
574 ;; service
575 ; XmlRpcHubURI = http://example.com
576
577
578[ClientStack.LindenUDP]
579 ;; See OpensSimDefaults.ini for the throttle options. You can copy the
580 ;; relevant sections and override them here.
581 ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
582 ;; with the next update!
583
584 ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
585 ;; Quash and remove any light properties from attachments not on the
586 ;; hands. This allows flashlights and lanterns to function, but kills
587 ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
588 ;; will also be affected.
589 ;; This is especially important in artistic builds that depend on lights
590 ;; on the build for their appearance, since facelights will cause the
591 ;; building's lights to possibly not be rendered.
592 ; DisableFacelights = "false"
593
594
595[ClientStack.LindenCaps]
596 ;; For the long list of capabilities, see OpenSimDefaults.ini
597 ;; Here are the few ones you may want to change. Possible values
598 ;; are:
599 ;; "" -- empty, capability disabled
600 ;; "localhost" -- capability enabled and served by the simulator
601 ;; "<url>" -- capability enabled and served by some other server
602 ;;
603 ; These are enabled by default to localhost. Change if you see fit.
604 Cap_GetTexture = "localhost"
605 Cap_GetMesh = "localhost"
606 Cap_AvatarPickerSearch = "localhost"
607 Cap_GetDisplayNames = "localhost"
608
609
610[SimulatorFeatures]
611
612 ;# {SearchServerURI} {} {URL of the search server} {}
613 ;; Optional. If given this serves the same purpose as the grid wide
614 ;; [LoginServices] SearchURL setting and will override that where
615 ;; supported by viewers.
616 ;SearchServerURI = "http://127.0.0.1:9000/"
617
618 ;# {DestinationGuideURI} {} {URL of the destination guide} {}
619 ;; Optional. If given this serves the same purpose as the grid wide
620 ;; [LoginServices] DestinationGuide setting and will override that where
621 ;; supported by viewers.
622 ;DestinationGuideURI = "http://127.0.0.1:9000/guide"
623
624
625[Chat]
626 ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
627 ;; Distance in meters that whispers should travel.
628 ; whisper_distance = 10
629
630 ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
631 ;; Distance in meters that ordinary chat should travel.
632 ; say_distance = 20
633
634 ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
635 ;; Distance in meters that shouts should travel.
636 ; shout_distance = 100
637
638
639[EntityTransfer]
640 ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
641 ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
642 ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
643 ;DisableInterRegionTeleportCancellation = false
644
645
646[Messaging]
647 ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
648 ;; Module to handle offline messaging. The core module requires an external
649 ;; web service to do this. See OpenSim wiki.
650 ; OfflineMessageModule = OfflineMessageModule
651 ;; Or, alternatively, use this one, which works for both standalones and grids
652 ; OfflineMessageModule = "Offline Message Module V2"
653
654 ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
655 ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
656 ; OfflineMessageURL = ${Const|BaseURL}/Offline.php
657 ; OfflineMessageURL = ${Const|BaseURL}:${Const|PrivatePort}
658
659 ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
660 ;; For standalones, this is the storage dll.
661 ; StorageProvider = OpenSim.Data.MySQL.dll
662
663 ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
664 ;; Mute list handler (not yet implemented). MUST BE SET to allow offline
665 ;; messages to work
666 ; MuteListModule = MuteListModule
667
668 ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
669 ;; URL of the web service that serves mute lists. Not currently used, but
670 ;; must be set to allow offline messaging to work.
671 ; MuteListURL = http://yourserver/Mute.php
672
673 ;; Control whether group invites and notices are stored for offline users.
674 ;; Default is true.
675 ;; This applies to both core groups module.
676 ; ForwardOfflineGroupMessages = true
677
678
679[BulletSim]
680 ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
681 AvatarToAvatarCollisionsByDefault = true
682
683
684[ODEPhysicsSettings]
685 ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
686 ;; Do we want to mesh sculpted prim to collide like they look?
687 ;; If you are seeing sculpt texture decode problems
688 ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
689 ;; then you might want to try setting this to false.
690 ; mesh_sculpted_prim = true
691
692 ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false
693 ;; If you would like physics joints to be enabled through a special naming
694 ;; convention in the client, set this to true.
695 ;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
696 ; use_NINJA_physics_joints = false
697
698
699[RemoteAdmin]
700 ;; This is the remote admin module, which uses XMLRPC requests to
701 ;; manage regions from a web interface.
702
703 ;# {enabled} {} {Enable the remote admin interface?} {true false} false
704 ; enabled = false
705
706 ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
707 ;; Set this to a nonzero value to have remote admin use a different port
708 ; port = 0
709
710 ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
711 ;; This password is required to make any XMLRPC call (should be set as
712 ;; the "password" parameter)
713 ; access_password = ""
714
715 ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
716 ;; List the IP addresses allowed to call RemoteAdmin
717 ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
718 ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
719 ; access_ip_addresses =
720
721 ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
722 ;; set this variable to true if you want the create_region XmlRpc
723 ;; call to unconditionally enable voice on all parcels for a newly
724 ;; created region
725 ; create_region_enable_voice = false
726
727 ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
728 ;; set this variable to false if you want the create_region XmlRpc
729 ;; call to create all regions as private per default (can be
730 ;; overridden in the XmlRpc call)
731 ; create_region_public = false
732
733 ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
734 ;; enable only those methods you deem to be appropriate using a | delimited
735 ;; whitelist.
736 ;; For example:
737 ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
738 ;; if this parameter is not specified but enabled = true, all methods
739 ;; will be available
740 ; enabled_methods = all
741
742 ;; specify the default appearance for an avatar created through the remote
743 ;; admin interface
744 ;; This will only take effect is the file specified by the
745 ;; default_appearance setting below exists
746 ; default_male = Default Male
747 ; default_female = Default Female
748
749 ;; Update appearance copies inventory items and wearables of default
750 ;; avatars. if this value is false, just worn assets are copied to the
751 ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
752 ;; The receiver will wear the same items the default avatar did wear.
753 ; copy_folders = false
754
755 ;; Path to default appearance XML file that specifies the look of the
756 ;; default avatars
757 ; default_appearance = default_appearance.xml
758
759
760[Wind]
761 ;# {enabled} {} {Enable wind module?} {true false} true
762 ;; Enables the wind module.
763 ; enabled = true
764
765 ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
766 ;; How often should wind be updated, as a function of world frames.
767 ;; Approximately 50 frames a second
768 ; wind_update_rate = 150
769
770 ;; The Default Wind Plugin to load
771 ; wind_plugin = SimpleRandomWind
772
773 ;; These settings are specific to the ConfigurableWind plugin
774 ;; To use ConfigurableWind as the default, simply change wind_plugin
775 ;; to ConfigurableWind and uncomment the following.
776 ; avg_strength = 5.0
777 ; avg_direction = 0.0
778 ; var_strength = 5.0
779 ; var_direction = 30.0
780 ; rate_change = 1.0
781
782 ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
783 ;; This setting is specific to the SimpleRandomWind plugin
784 ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
785 ; strength = 1.0
786
787
788[LightShare]
789 ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
790 ;; This enables the transmission of Windlight scenes to supporting clients,
791 ;; such as the Meta7 viewer.
792 ;; It has no ill effect on viewers which do not support server-side
793 ;; windlight settings.
794 ; enable_windlight = false
795
796
797[Materials]
798 ;# {enable_materials} {} {Enable Materials support?} {true false} true
799 ;; This enables the use of Materials.
800 ; enable_materials = true
801 ; MaxMaterialsPerTransaction = 50
802
803[DataSnapshot]
804 ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
805 ;; The following set of configs pertains to search.
806 ;; Set index_sims to true to enable search engines to index your
807 ;; searchable data.
808 ;; If false, no data will be exposed, DataSnapshot module will be off,
809 ;; and you can ignore the rest of these search-related configs.
810 ; index_sims = false
811
812 ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
813 ;; The variable data_exposure controls what the regions expose:
814 ;; minimum: exposes only things explicitly marked for search
815 ;; all: exposes everything
816 ; data_exposure = minimum
817
818 ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
819 ;; If search is on, change this to your grid name; will be ignored for
820 ;; standalones
821 ; gridname = "OSGrid"
822
823 ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
824 ;; Period between data snapshots, in seconds. 20 minutes, for starters,
825 ;; so that you see the initial changes fast.
826 ;; Later, you may want to increase this to 3600 (1 hour) or more
827 ; default_snapshot_period = 1200
828
829 ;; This will be created in bin, if it doesn't exist already. It will hold
830 ;; the data snapshots.
831 ; snapshot_cache_directory = "DataSnapshot"
832
833 ;; [Supported, but obsolete]
834 ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
835 ; This semicolon-separated string serves to notify specific data services
836 ; about the existence of this sim. Uncomment if you want to index your
837 ; data with this and/or other search providers.
838 ; data_services="http://metaverseink.com/cgi-bin/register.py"
839
840 ;; New way of specifying data services, one per service
841 ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
842
843[Economy]
844 ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
845 ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
846 ; There is no intention to implement anything further in core OpenSimulator.
847 ; This functionality has to be provided by third party modules.
848
849 ;; Enables selling things for $0. Default is true.
850 ; SellEnabled = true
851
852 ;# {PriceUpload} {} {Price for uploading?} {} 0
853 ;; Money Unit fee to upload textures, animations etc. Default is 0.
854 ; PriceUpload = 0
855
856 ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
857 ;; Money Unit fee to create groups. Default is 0.
858 ; PriceGroupCreate = 0
859
860
861[XEngine]
862 ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
863 ;; Enable this engine in this OpenSim instance
864 ; Enabled = true
865
866 ;; How many threads to keep alive even if nothing is happening
867 ; MinThreads = 2
868
869 ;; How many threads to start at maximum load
870 ; MaxThreads = 100
871
872 ;; Time a thread must be idle (in seconds) before it dies
873 ; IdleTimeout = 60
874
875 ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
876 ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
877 ;; "Highest")
878 ; Priority = "BelowNormal"
879
880 ;; Maximum number of events to queue for a script (excluding timers)
881 ; MaxScriptEventQueue = 300
882
883 ;; Stack size per script engine thread in bytes.
884 ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
885 ;; The trade-off may be increased memory usage by the script engine.
886 ; ThreadStackSize = 262144
887
888 ;; Set this to true (the default) to load each script into a separate
889 ;; AppDomain.
890 ;;
891 ;; Setting this to false will load all script assemblies into the
892 ;; current AppDomain, which will significantly improve script loading times.
893 ;; It will also reduce initial per-script memory overhead.
894 ;;
895 ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
896 ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
897 ;; Some Windows users have also reported script loading problems when AppDomainLoading = false
898 ; AppDomainLoading = true
899
900 ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
901 ;; co-op will be more stable but this option is currently experimental.
902 ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
903 ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
904 ;; or by deleting the script DLL* files in caches/ScriptEngines/<region-id>/
905 ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
906 ;; Current valid values are "abort" and "co-op"
907 ; ScriptStopStrategy = abort
908
909
910 ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
911 ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
912 ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
913 ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
914 ;; by scripts have changed.
915 DeleteScriptsOnStartup = false
916
917 ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
918 ;; Default language for scripts
919 ; DefaultCompileLanguage = "lsl"
920
921 ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
922 ;; List of allowed languages (lsl,vb,cs)
923 ;; AllowedCompilers=lsl,cs,vb
924 ;; *warning*, non lsl languages have access to static methods such as
925 ;; System.IO.File. Enable at your own risk.
926 ; AllowedCompilers = "lsl"
927
928 ;; Compile debug info (line numbers) into the script assemblies
929 ; CompileWithDebugInformation = true
930
931 ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section
932
933 ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
934 ;; Time a script can spend in an event handler before it is interrupted
935 ; EventLimit = 30
936
937 ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
938 ;; If a script overruns it's event limit, kill the script?
939 ; KillTimedOutScripts = false
940
941 ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
942 ;; Sets the multiplier for the scripting delays
943 ; ScriptDelayFactor = 1.0
944
945 ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
946 ;; The factor the 10 m distances limits are multiplied by
947 ; ScriptDistanceLimitFactor = 1.0
948
949 ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
950 ;; Maximum length of notecard line read
951 ;; Increasing this to large values potentially opens
952 ;; up the system to malicious scripters
953 ; NotecardLineReadCharsMax = 255
954
955 ;# {SensorMaxRange} {} {Sensor range} {} 96.0
956 ;; Sensor settings
957 ; SensorMaxRange = 96.0
958 ;# {SensorMaxResults} {} {Max sensor results returned?} {}
959 ; SensorMaxResults = 16
960
961 ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
962 ;; Disable underground movement of prims (default true); set to
963 ;; false to allow script controlled underground positioning of
964 ;; prims
965 ; DisableUndergroundMovement = true
966
967 ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
968 ;; Path to script engine assemblies
969 ;; Default is ../caches/ScriptEngines
970 ; ScriptEnginesPath = "ScriptEngines"
971
972[OSSL]
973 ;# {Include-osslEnable} {} {Include file for enabling and permissions for OSSL functions} {}
974 ;; Optionally include file to enable OSSL functions and set permissions on who can use which.
975 ;; If this INI file is not included, the OSSL functions are disabled.
976 Include-osslEnable = "config-include/osslEnable.ini"
977
978
979[MRM]
980 ;; Enables the Mini Region Modules Script Engine.
981 ; Enabled = false
982
983 ;; Runs MRM in a Security Sandbox
984 ;; WARNING: DISABLING IS A SECURITY RISK.
985 ; Sandboxed = true
986
987 ;; The level sandbox to use, adjust at your OWN RISK.
988 ;; Valid values are:
989 ;; * FullTrust
990 ;; * SkipVerification
991 ;; * Execution
992 ;; * Nothing
993 ;; * LocalIntranet
994 ;; * Internet
995 ;; * Everything
996 ; SandboxLevel = "Internet"
997
998 ;; Only allow Region Owners to run MRMs
999 ;; May represent a security risk if you disable this.
1000 ; OwnerOnly = true
1001
1002
1003[FreeSwitchVoice]
1004 ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
1005 ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
1006 ; Enabled = false
1007
1008 ;; You need to load a local service for a standalone, and a remote service
1009 ;; for a grid region. Use one of the lines below, as appropriate
1010 ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
1011 ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
1012 ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
1013
1014 ;; If using a remote connector, specify the server URL
1015 ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
1016
1017
1018[Groups]
1019 ;# {Enabled} {} {Enable groups?} {true false} false
1020 ;; Enables the groups module
1021 ; Enabled = false
1022
1023 ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
1024 ;; Minimum user level required to create groups
1025 ; LevelGroupCreate = 0
1026
1027 ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
1028 ;; The default module can use a PHP XmlRpc server from the Flotsam project at
1029 ;; http://code.google.com/p/flotsam/
1030 ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
1031 ; Module = Default
1032 ;; or... use Groups Module V2, which works for standalones and robust grids
1033 ; Module = "Groups Module V2"
1034
1035 ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
1036 ; StorageProvider = OpenSim.Data.MySQL.dll
1037
1038 ;# {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
1039 ;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
1040 ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
1041 ;; -- for Simian Groups use SimianGroupsServicesConnector
1042 ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
1043 ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
1044 ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
1045 ;; Note that the quotes "" around the words are important!
1046 ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
1047
1048 ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
1049 ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
1050 ; LocalService = local
1051
1052 ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
1053 ;; Used for V2 in Remote only.
1054 ; SecretKey = ""
1055
1056 ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
1057 ;; URI for the groups services of this grid
1058 ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
1059 ;; or http://mygridserver.com:82/Grid/ for SimianGrid
1060 ;; or ${Const|BaseURL}:${Const|PrivatePort} for robust, V2
1061 ;; Leave it commented for standalones, V2
1062 ; GroupsServerURI = ""
1063
1064 ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
1065 ;; Used for V2 in HG only. For example
1066 ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
1067 ;; If you have this set under [Startup], no need to set it here, leave it commented
1068 ; HomeURI = ""
1069
1070 ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
1071 ; MessagingEnabled = true
1072
1073 ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
1074 ; MessagingModule = GroupsMessagingModule
1075 ; or use "Groups Messaging Module V2" for Groups V2
1076 ; MessagingModule = "Groups Messaging Module V2"
1077
1078 ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
1079 ;; Enable Group Notices
1080 ; NoticesEnabled = true
1081
1082 ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
1083 ; Experimental option to only message online users rather than all users
1084 ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
1085 ; Applies Flotsam Group only. V2 has this always on, no other option
1086 ; MessageOnlineUsersOnly = false
1087
1088 ;; This makes the Group module very chatty on the console.
1089 ; DebugEnabled = false
1090
1091 ; This makes the Group Messaging module very chatty on the console.
1092 ; DebugMessagingEnabled = false
1093
1094 ;; XmlRpc Security settings. These must match those set on your backend
1095 ;; groups service if the service is using these keys
1096 ; XmlRpcServiceReadKey = 1234
1097 ; XmlRpcServiceWriteKey = 1234
1098
1099
1100[InterestManagement]
1101 ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
1102 ;; This section controls how state updates are prioritized for each client
1103 ;; Valid values are BestAvatarResponsiveness, Time, Distance,
1104 ;; SimpleAngularDistance, FrontBack
1105 ; UpdatePrioritizationScheme = BestAvatarResponsiveness
1106
1107
1108[MediaOnAPrim]
1109 ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
1110 ;; Enable media on a prim facilities
1111 ; Enabled = true;
1112
1113
1114[NPC]
1115 ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
1116 ; Enabled = false
1117
1118
1119[Terrain]
1120 ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
1121 ; InitialTerrain = "pinhead-island"
1122
1123
1124[UserProfiles]
1125 ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
1126 ;; Set the value of the url to your UserProfilesService
1127 ;; If un-set / "" the module is disabled
1128 ;; ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}
1129
1130[XBakes]
1131 ;# {URL} {} {Set URL for Baked texture service} {}
1132 ;; Sets the URL for the baked texture ROBUST service.
1133 ;; Disabled when unset.
1134 ;; URL = ${Const|BaseURL}:${Const|PrivatePort}
1135
1136;;
1137;; Optional module to highlight God names in the viewer.
1138;; Uncomment and customize appropriately if you want this behavior.
1139;;
1140;[GodNames]
1141; Enabled = false
1142; FullNames = "Test User, Foo Bar"
1143; Surnames = "Kryztlsk"
1144
1145[Architecture]
1146 ;# {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
1147 ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
1148 ;; uncomment Include-Architecture = "config-include/Standalone.ini"
1149 ;;
1150 ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
1151 ;; that the referenced .ini file goes on to include.
1152 ;;
1153 ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
1154 ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
1155 ;; editing it to set the database and backend services that OpenSim will use.
1156 ;;
1157 Include-Architecture = "config-include/Standalone.ini"
1158 ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
1159 ; Include-Architecture = "config-include/Grid.ini"
1160 ; Include-Architecture = "config-include/GridHypergrid.ini"
1161 ; Include-Architecture = "config-include/SimianGrid.ini"
1162 ; Include-Architecture = "config-include/HyperSimianGrid.ini"