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2009-11-09Following various discussions on irc and in the OpenSim dev OSGrid meeting ↵Justin Clark-Casey (justincc)1-1/+1
last week, change av_capsule_tilted to false by default This appears to now give better ODE physics response (less sinking into the ground, etc.) Please change it back if this is actually a bad idea for some reason
2009-10-30* Moving parcel media and avatar update packets from the unthrottled ↵John Hurliman1-7/+7
category to task * Fixing a bug where the max burst rate for the state category was being set as unlimited, causing connections to child agents to saturate bandwidth * Upped the example default drip rates to 1000 bytes/sec, the minimum granularity for the token buckets
2009-10-30* Fixes issue #4329 "llDialog fails silently" by updating OpenMetaverse.dllJohn Hurliman1-1/+1
* Prints a warning for any future packet splitting failures
2009-10-29* Misc. formatting cleanup for the previous patchJohn Hurliman1-0/+7
* Added the new AppDomainLoading variable to the [XEngine] section in the example config
2009-10-28* Reduce the velocity tolerance on sending terse updates to avoid slowly ↵John Hurliman1-0/+3
drifting prims/avatars * Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures
2009-10-27Changed True to true in OpenSim.ini.example.Diva Canto1-1/+1
2009-10-27Removed the DotNetEngine scripting engine. You will need to create a fresh ↵John Hurliman1-127/+1
checkout or clean out all *DotNet*.dll assemblies from the bin/ directory to run OpenSim moving forward
2009-10-27Finally hunted down the Parallel deadlock. Packets were being handled ↵John Hurliman1-1/+1
asynchronously (filling up the threadpool with handlers), which would turn around and try to do parallel operations on the starved threadpool. The solution for now is to disable Parallel.cs operations until we can gracefully handle parallel operations with a potentially starved threadpool
2009-10-26* Switched all operations on the list of clients that could be either sync ↵John Hurliman1-0/+7
or async to use Scene.ForEachClient() instead of referencing ClientManager directly * Added a new [Startup] config option called use_async_when_possible to signal how to run operations that could be either sync or async * Changed Scene.ForEachClient to respect use_async_when_possible * Fixing a potential deadlock in Parallel.ForEach by locking on a temporary object instead of the enumerator (which may be shared across multiple invocations on ForEach). Thank you diva
2009-10-23* Unregister Mono.Addins event handlers in PluginLoader.Dispose() and always ↵John Hurliman1-5/+5
handle PluginLoader with the using pattern. This freed up 121,634,796 bytes on my system * Avoid allocating an Action<IClientAPI> object every round of the OutgoingPacketHandler * Removed unnecessary semi-colon endings from OpenSim.ini.example [InterestManagement] section
2009-10-23Cleaning up OpenSim.ini.example for LLUDP. The [LLClient] section has been ↵John Hurliman1-32/+30
removed and several new parameters have been added to [ClientStack.LindenUDP]
2009-10-23Implemented a "FrontBack" prioritizer, using distance plus the plane ↵John Hurliman1-2/+2
equation to give double weight to prims/avatars in front of you
2009-10-22OpenSim.ini.example had the wrong names for default values in the ↵John Hurliman1-6/+7
[InterestManagement] section. Fixed
2009-10-22* Allow SmartThreadPool to be initialized without setting max stack size ↵John Hurliman1-5/+9
(like the original implementation) * Only initialize Util's SmartThreadPool if it is actually being used * No longer initializing Util's SmartThreadPool with a custom max stack size. From MSDN: "Avoid using this constructor overload. The default stack size used by the Thread(ThreadStart) constructor overload is the recommended stack size for threads."
2009-10-21* Changed the misc. methods calling ThreadPool.UnsafeQueueUserWorkItem() to ↵John Hurliman1-0/+9
Util.FireAndForget() * Changed Util.FireAndForget() to use any of five different methods set with async_call_method in the [Startup] section of OpenSim.ini. Look at the example config for possible values
2009-10-22Reduce the default pool threads to 15 (from 30) and the minimum from 5 to 2Melanie1-1/+1
2009-10-22Add MaxPoolThreads in startup to limit the size of the thread pool usedMelanie1-0/+3
for FireAndForget. This lets us limit concurrency to make OpenSim play nice
2009-10-19* Removed OpenSim.Data.NHibernateJohn Hurliman1-6/+0
* Replaced calls to ThreadPool.QueueUserWorkItem() with ThreadPool.UnsafeQueueUserWorkItem() since OpenSim does not use Code Access Security sandboxing
2009-10-16Updating OpenSim.ini.example with the section required to enable a useful ↵John Hurliman1-0/+8
prioritization scheme
2009-10-14Allow the LLUDP server to run in either synchronous or asynchronous mode ↵John Hurliman1-1/+7
with a config setting, defaulting to synchronous mode
2009-10-14* Clean up the SetThrottle() code and add a maxBurstRate parameter to allow ↵John Hurliman1-7/+10
more tweaking in the future
2009-10-14* Minimized the number of times textures are pulled off the priority queueJohn Hurliman1-25/+37
* OnQueueEmpty is still called async, but will not be called for a given category if the previous callback for that category is still running. This is the most balanced behavior I could find, and seems to work well * Added support for the old [ClientStack.LindenUDP] settings (including setting the receive buffer size) and added the new token bucket and global throttle settings * Added the AssetLoaderEnabled config variable to optionally disable loading assets from XML every startup. This gives a dramatic improvement in startup times for those who don't need the functionality every startup
2009-10-05change default ports for inventory and grid connectors in example .ini files ↵Justin Clark-Casey (justincc)1-2/+2
to 8003 to match the ROBUST default altered wiki page to reflect this
2009-10-02Added a default for grid services in standalone.Diva Canto1-0/+4
2009-10-02Change texture sending to be driven by the queue empty event from theMelanie1-5/+0
packet queue, rather than a timer
2009-09-30Remove the settings for the J2KDecoder, since they are now obsolete (thank god!)Melanie1-9/+0
2009-09-29small test changeJustin Clark-Casey (justincc)1-1/+0
2009-09-26Fixed MapBlocks bug, wrong order of arguments. First version that seems ↵Diva Canto1-1/+1
completely functional. Also fixed the notification of the message server in standalone -- that server doesn't usually exist.
2009-09-25Changed a [Groups] config as per mcortez' request.Diva Canto1-1/+1
2009-09-22Thank you, Intari, for a patch that implements the missing pieces ofMelanie1-0/+4
Http-in and makes the host name for URL generation configurable. Applied with changes: llGetSimulatorHostname was not changed, because the change breaks existing behavior and carries a data exposure risk. That value needs to be configurable, the proposed fixed change is not acceptable.
2009-09-16switch default physics engine to ODE and default meshmerizer to Meshmerizer ↵Justin Clark-Casey (justincc)1-9/+14
in code and in OpenSim.ini.example
2009-09-14Apply http://opensimulator.org/mantis/view.php?id=4142Justin Clark-Casey (justincc)1-11/+13
Re-enable XMLRPC scripting calls Moves XMLRPC scripting setup to a separate section Thanks Fly-Man-
2009-09-13* Milestone GridFriendly reached so Adding CombineContiguousRegions to the ↵Teravus Ovares (Dan Olivares)1-0/+5
OpenSim.ini.example
2009-09-01update documentation in OpenSim.ini.example for j2k decode cache expiration timedahlia1-0/+2
2009-08-31- making font name used by VectorRenderModule configurable: can be setdr scofield (aka dirk husemann)1-0/+4
via [VectorRender] font_name = "Comic Sans MS" in OpenSim.ini - adding osSetFontName OSSL function
2009-08-29Add a slow cache cleaner thread. By default, the thread starts a cleanupMelanie1-1/+1
sweep every 10 minutes. If any texture data is older than 12 hours, it is regenerated and the memory cache is refreshed. After each decode, the thread delays for 5 seconds.
2009-08-29Make the j2kDecodeCache expire after 50 minutes (configurable). Alse allowsMelanie1-0/+7
setting the path for it. This commit introduces NEW DEFAULT BEHAVIOR. To retain the old behavior (eternal cache) you will need to change your OpenSim.ini and set the timeout to 0.
2009-08-18Added new OpenSim.ini setting: "client_throttle_max_bps" which overrides ↵dahlia1-0/+3
user's viewer network throttle settings
2009-08-17Apply http://opensimulator.org/mantis/view.php?id=3538Justin Clark-Casey (justincc)1-10/+15
Add ability to silence IRC relay of region joins and quits from certain users This is useful for admins who wish to remain hidden, or service bots. Thanks RemedyTomm
2009-08-18Added additional configuration options for MRM Security. See ↵Adam Frisby1-2/+20
OpenSim.ini.example under the [MRM] section.
2009-08-17Add the ability to use -console=rest to the region server. UserMelanie1-0/+2
and pass are specified the same way as for the ROBUST server
2009-08-16Misc cleanup.Jeff Ames1-60/+58
2009-08-06Add the config-include statement to OpenSim.ini.example.Melanie1-0/+8
addon-modules/*/config/*.ini is now included in the configuration
2009-08-05Continue with renaming of Groups module componentsMichael Cortez1-15/+22
2009-07-30adding documentation for DisableUndergroundMovementDr Scofield1-0/+5
2009-07-11From: Dr Scofield <hud@zurich.ibm.com> & Alan Webb <alan_webb@us.ibm.com>Dr Scofield1-0/+58
this commit finally adds the VivoxVoiceModule: it supports positional as well as conference call type voice (currently only per region server), region and parcel voice, speaker indication (LL client family), direct avtar-to-avatar voice chat. NOTE: you need to obtain an customer admin account from Vivox to be able to use this module --- DON'T ask me about how to about an admin account, i've NO clue, we just wrote this code.
2009-07-10* minor: formatting adjustments in OpenSim.ini.exampleJustin Clarke Casey1-2/+10
2009-07-08Experimental fix for tilted avatar capsule, Mantis #2905nlin1-0/+4
Set av_capsule_tilted to false in opensim.ini. Default is true, so there is no change in avatar behavior (and no breaking of existing content which relies on the tilted capsule). This commit straightens up the avatar capsule so it behaves consistently (e.g. same collision behavior against prims regardless of which direction the avatar is coming from; ability to fit through narrow doorways). Please note this introduces other side effects which have not been fixed. In particular: * The avatar frequently falls through the terrain if it is not flat, though the avatar behaves pretty well on flat terrain. This requires investigation of the ode terrain collider. * The apparent foot position of the avatar with respect to the ground is changed. This requires investigation of the avatar height/capsule height. Please consider this as work in progress.
2009-06-25- adds the possibility of setting the socket receive buffer sizeDr Scofield1-0/+17
option for LLUDPServer. On windows .NET the default socket receive buffer size is 8192 bytes, on recent linux systems it's about 111K. both value can be a bit small for an OpenSim instance serving many clients. The socket receive buffer size can be configured via an OpenSim.ini config option - adds a general catch clause to LLUDPServer.OnReceivedData() to prevent it submerging when an unexpected Exception occurs.
2009-06-25From: Alan Webb <alan_webb@us.ibm.com>Dr Scofield1-0/+19
This change moves texture send processing out of the main packet processing loop and moves it to a timer based processing cycle. Texture packets are sent to the client consistently over time. The timer is discontinued whenever there are no textures to transmit. The behavior of the texture sending mechanism is controlled by three variables in the LLCLient section of the config file: [1] TextureRequestRate (mS) determines how many times per second texture send processing will occur. The default is 100mS. [2] TextureSendLimit determines how many different textures will be considered on each cycle. Textures are selected by priority. The old mechanism specified a value of 10 for this parameter and this is the default [3] TextureDataLimit determines how many packets will be sent for each of the selected textures. The old mechanism specified a value of 5, so this is the default. So the net effect is that TextureSendLimit*TextureDataLimit packets will be sent every TextureRequestRate mS. Once we have gotten a reasonable feeling for how these parameters affect overall processing, it would be nice to autonmically manage these values using information about the current status of the region and network. Note that this also resolves the pathologcal problem that previously existed which was that a seated avatar generated very few in-bound packets (theoretically) and would therefore be the least able to retrieve the images being displayed by a projector script.