From 5e27d15a1f8045de70e5b061dcda51b0e5555701 Mon Sep 17 00:00:00 2001 From: onefang Date: Sun, 19 May 2019 22:57:26 +1000 Subject: Major clean up of .ini files. Sorry about the lack of details. --- .nant/local.include | 4 +- bin/OpenSim.ini | 57 + bin/OpenSimDefaults.ini | 2571 +++++++++++++++++++++++ bin/Robust.Tests.ini | 468 +++++ bin/Robust.ini | 841 ++++++++ bin/config-include/FlotsamCache.ini | 97 + bin/config-include/GridCommon.ini | 255 +++ bin/config-include/GridCommon.ini.example | 5 +- bin/config-include/StandaloneCommon.ini | 401 ++++ bin/config-include/StandaloneCommon.ini.example | 5 +- 10 files changed, 4700 insertions(+), 4 deletions(-) create mode 100644 bin/OpenSim.ini create mode 100644 bin/OpenSimDefaults.ini create mode 100644 bin/Robust.Tests.ini create mode 100644 bin/Robust.ini create mode 100644 bin/config-include/FlotsamCache.ini create mode 100644 bin/config-include/GridCommon.ini create mode 100644 bin/config-include/StandaloneCommon.ini diff --git a/.nant/local.include b/.nant/local.include index 07421c8..7b7aaf5 100644 --- a/.nant/local.include +++ b/.nant/local.include @@ -55,8 +55,8 @@ - - + + diff --git a/bin/OpenSim.ini b/bin/OpenSim.ini new file mode 100644 index 0000000..0087258 --- /dev/null +++ b/bin/OpenSim.ini @@ -0,0 +1,57 @@ +;; This is the main configuration file for OpenSimulator. +;; If it's named OpenSim.ini then it will be loaded by OpenSimulator. +;; If it's named OpenSim.ini.example then you will need to copy it to +;; OpenSim.ini first (if that file does not already exist) +;; +;; Once you have copied OpenSim.ini.example to OpenSim.ini you will at least +;; need to set the constants in the [Const] section and pick an architecture +;; in the [Architecture] section at the end of this file. The architecture +;; will require a suitable .ini file in the config-include directory, either +;; StandaloneCommon.ini or GridCommon.ini which you can copy and modify from the +;; available .example files. +;; +;; The settings in this file are in the form " = ". For example, +;; save_crashes = false in the [Startup] section below. +;; +;; All settings are initially commented out and the default value used, as +;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by +;; deleting the initial semicolon (;) and then change the value. This will +;; override the value in OpenSimDefaults.ini +;; +;; If you want to find out what configuration OpenSimulator has finished with +;; once all the configuration files are loaded then type "config show" on the +;; region console command line. +;; +;; +;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE +;; +;; All leading white space is ignored, but preserved. +;; +;; Double semicolons denote a text comment +;; +;; A * in the choices list will allow an empty entry. +;; An empty question will set the default if the dependencies are +;; satisfied. +;; +;; ; denotes a commented out option. +;; Any options added to OpenSim.ini.example should be initially commented +;; out. + + +[Architecture] + ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim, + ;; uncomment Include-Architecture = "config-include/Standalone.ini" + ;; + ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/ + ;; that the referenced .ini file goes on to include. + ;; + ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy + ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before + ;; editing it to set the database and backend services that OpenSim will use. + ;; + ; Include-Architecture = "config-include/Standalone.ini" + ; Include-Architecture = "config-include/StandaloneHypergrid.ini" + ; Include-Architecture = "config-include/Grid.ini" + Include-Architecture = "config-include/GridHypergrid.ini" + ; Include-Architecture = "config-include/SimianGrid.ini" + ; Include-Architecture = "config-include/HyperSimianGrid.ini" diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini new file mode 100644 index 0000000..228b59d --- /dev/null +++ b/bin/OpenSimDefaults.ini @@ -0,0 +1,2571 @@ +; 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/config.ini + + +[Startup] + ; Console prompt + ; Certain special characters can be used to customize the prompt + ; Currently, these are + ; \R - substitute region name + ; \\ - substtitue \ + ConsolePrompt = "Region (\R) " + + ; Console commands can be saved to a file, so the command history persists after a restart. (default is true) + ConsoleHistoryFileEnabled = true + + ; Log file location. This can be set to a simple file path + LogFile = "${Paths|LogPath}/OpenSim.log" + + ; The history file can be just a filename (relative to OpenSim's bin/ directory + ; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/) + ConsoleHistoryFile = "${Paths|LogPath}/OpenSimConsoleHistory.txt" + + ; How many lines of command history should we keep? (default is 100) + ConsoleHistoryFileLines = 100 + + ; Set this to true if you want to log crashes to disk + ; this can be useful when submitting bug reports. + ; However, this will only log crashes within OpenSimulator that cause the entire program to exit + ; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures. + ; You will need to capture these native stack traces by recording the session log itself. + save_crashes = false + + ; Directory to save crashes to if above is enabled + ; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt) + crash_dir = "crashes" + + ; Place to create a PID file + ; PIDFile = "/tmp/OpenSim.exe.pid" + + ; Console commands run at startup + startup_console_commands_file = "startup_commands.txt" + + ; Console commands run on shutdown + shutdown_console_commands_file = "shutdown_commands.txt" + + ; Console commands run every 20 minutes + ; timer_Script = "filename" + + ; timer_Script time interval (default 20 min) + ; The time is 60 per minute + ; timer_Interval = 1200 + + ; ## + ; ## SYSTEM + ; ## + + ; Sets the method that OpenSim will use to fire asynchronous + ; events. Valid values are UnsafeQueueUserWorkItem, + ; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread. + ; + ; SmartThreadPool is reported to work well on Mono/Linux, but + ; UnsafeQueueUserWorkItem has been benchmarked with better + ; performance on .NET/Windows + ; + ; UnsafeQueueUserWorkItem refers to the fact that the code creating the event could elevate its security + ; privileges. However, as calling code is trusted anyway this is safe (if you set + ; TrustedBinaries = true in the [XEngine] section then you already have to trust that incoming code for other reasons). + async_call_method = SmartThreadPool + + ; Max threads to allocate on the FireAndForget thread pool + ; when running with the SmartThreadPool option above + MaxPoolThreads = 300 + + ; Allow certain jobs to be run consecutively in a job engine rather than always concurrently. + ; This improves performance in regions with large numbers of connections (in the hundreds). + JobEngineEnabled = true + + ; Plugin Registry Location + ; Set path to directory for plugin registry. Information about the + ; registered repositories and installed plugins will be stored here. + ; The OpenSim.exe process must have R/W access to the location. + RegistryLocation = "." + + ; Used by region module addins. You can set this to outside bin, so that addin + ; configurations will survive updates. The OpenSim.exe process must have R/W access + ; to the location. + ConfigDirectory = "." + + ; ## + ; ## CLIENTS + ; ## + + ; Set this to the DLL containing the client stack to use. + clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll" + + ; ## + ; ## REGIONS + ; ## + + ; Determine where OpenSimulator looks for the files which tell it which regions to server + ; Defaults to "filesystem" if this setting isn't present + region_info_source = "filesystem" + ; region_info_source = "web" + + ; Determines where the region XML files are stored if you are loading these from the filesystem. + ; Defaults to bin/Regions in your OpenSimulator installation directory + regionload_regionsdir="${Paths|ConfigPath}Regions" + + ; Determines the page from which regions xml is retrieved if you are loading these from the web + ; The XML here has the same format as it does on the filesystem (including the tag), + ; except that everything is also enclosed in a tag. + ; regionload_webserver_url = "http://example.com/regions.xml" + + ;; Allow the simulator to start up if there are no region configuration available + ;; from the selected region_info_source. + allow_regionless = false + + ;; Allow child agents to see into the region even if their root counterpart isn't allowed in here + see_into_region = false + + ;; use legacy math for sittarget offset "correction" + ;; set this option to false to use improved math more compatibility with SL. + ;; keep it true if you have many old objects with sits set by scripts. + ;; the offset in question is added to the SitTarget to find the sitting avatar position. + ;; acording to its size, etc. + LegacySitOffsets = 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 + + ; Minimum size for non-physical 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 = 2560 + + ; Minimum size where a prim can be physical. 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 = 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. + ClampPrimSize = false + + ; If a prim is loaded from an external source, clamp it to Z = 0 if Z is negative. + ClampNegativeZ = false + + ; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero. + ; This can be overridden in the region config file. + LinksetPrims = 0 + + ; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region. + ; This only applies when crossing to a region running in a different simulator. + ; For crossings where the regions are on the same simulator the script is always kept running. + AllowScriptCrossing = true + + ; Allow compiled script binary code to cross region boundaries. + ; If you set this to "true", any region that can teleport to you can + ; inject ARBITRARY BINARY CODE into your system. Use at your own risk. + ; YOU HAVE BEEN WARNED!!! + TrustBinaries = false + + ; the default view range. Viewers override this ( no major effect still ) + DefaultDrawDistance = 1024.0 + + ; limit the maximum view range ( no effect still (does limit MaxRegionsViewDistance) ) + MaxDrawDistance = 1024 + + ; the maximum distance to tell a viewer to connect to a neighbour region, so it can be seen + ; (it is limited by MaxDrawDistance above) + ; less than 256 shows imediate neighbours; 512 also second imediate neighbours etc + ; more than 512m can cause viewers problems specially in case of dense regions. + ; curretly this distance is from current region borders. + MaxRegionsViewDistance = 1024 + + ; 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 + ; true to make the entire instance exit instead of restarting the region. + ; 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 = 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 + + ; Main Frame time + ; This defines the rate of several simulation events. + ; Default value should meet most needs. + ; It can be reduced to improve the simulation of moving objects, with possible increase of cpu and network loads. + ; It should not be less than the physics engine step time. + ; Being a integer multiple of it may reduce some jitter in reported physics FPS. + ; changing this value, you need to change some of the following *EveryNFrames so their actions timing remains the same + FrameTime = 0.0909 + + ; The values below represent the percentage of the target frame time that, + ; when underrun, should trigger yellow or red in the lag meter. + ; Less than 60% of FPS is amber by default, less then 40% is red. + ; These values are advisory. Viewers may choose to not use them but it is + ; encouraged that they do. + ; FrameTimeWarnPercent = 60 + ; FrameTimeCritPercent = 40 + + ; Send scheduled updates to objects in the scene + ; This must be a whole number + UpdateObjectsEveryNFrames = 1 + + ; Send position/velocity, etc. updates to agents in the scene + ; This must be a whole number + UpdateAgentsEveryNFrames = 1 + + ; Apply pending forces from physics calculations to an entity. + ; This must be a whole number + UpdateEntityMovementEveryNFrames = 1 + + ; Send coarse location updates to viewers. In a classic viewer, this updates the minimap. + ; This must be a whole number + UpdateCoarseLocationsEveryNFrames = 50 + + ; Physics simulation execution or syncronization, acording to engine. Should be 1 + ; This must be a whole number + UpdatePhysicsEveryNFrames = 1 + + ; Send out the on frame event to modules and other listeners. This should probably never deviate from 1. + ; This must be a whole number + UpdateEventsEveryNFrames = 1 + + ; Send terrain updates to viewers + ; This must be a whole number + UpdateTerrainEveryNFrames = 50 + + ; Persitently store any objects which meet the PRIM STORAGE criteria + ; This must be a whole number + UpdateStorageEveryNFrames = 200 + + ; Clean up temp on rez objects. + ; This must be a whole number + UpdateTempCleaningEveryNSeconds = 180 + + ; ## + ; ## PRIM STORAGE + ; ## + + ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to + ; prevent frequently changing objects from heavily loading the region data store. + ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep. + ; + ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds + MinimumTimeBeforePersistenceConsidered = 60 + ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago + MaximumTimeBeforePersistenceConsidered = 600 + + ; ## + ; ## PHYSICS + ; ## + + ; If true then prims can be collided with by avatars, other prims, etc. + ; If false then all prims are phantom, no matter whether their phantom flag is checked or unchecked. + ; Also, no prims are subject to physics. + collidable_prim = true + + ; If true then prims can be made subject to physics (gravity, pushing, etc.). + ; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction + physical_prim = true + + ; Select a mesher here. + ; + ; Meshmerizer properly handles complex prims by using triangle meshes. + ; Note that only the ODE physics engine currently deals with meshed prims in a satisfactory way + ; + ; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports + ; Usually this is only a box + + ;meshing = Meshmerizer + ;meshing = ZeroMesher + ;; select ubODEMeshmerizer only with ubOde physics engine + meshing = ubODEMeshmerizer + + ; ubODE and OpenDynamicsEngine does allocate a lot of memory on stack. On linux you may need to increase its limit + ; script opensim-ode-sh starts opensim setting that limit. You may need to increase it even more on large regions + ; edit the line ulimit -s 262144, and change this last value + + ; 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 + + ;; 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. + ;; It continues to provide a workable physics implementation. It does not currently support varregions. + ;; basicphysics effectively does not model physics at all, making all objects phantom. + ;; Default is BulletSim + ;physics = BulletSim + ;physics = modified_BulletX + ;physics = OpenDynamicsEngine + ;physics = basicphysics + ;physics = POS + ;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also + physics = ubODE + + ; ## + ; ## SCRIPT ENGINE + ; ## + + ;; Default script engine to use. Currently, we only have XEngine + DefaultScriptEngine = "XEngine" + + ; Http proxy setting for llHTTPRequest and dynamic texture loading, if + ; required + ; HttpProxy = "http://proxy.com:8080" + + ; If you're using HttpProxy, then you can set HttpProxyExceptions to a + ; list of regular expressions for URLs that you don't want to go through + ; the proxy. + ; For example, servers inside your firewall. + ; Separate patterns with a ';' + ; HttpProxyExceptions = ".mydomain.com;localhost" + + ; ## + ; ## EMAIL MODULE + ; ## + ;; The email module requires some configuration. It needs an SMTP + ;; server to send mail through. + ;emailmodule = DefaultEmailModule + + ; ## + ; ## ANIMATIONS + ; ## + + ; If enabled, enableFlySlow will change the primary fly state to + ; FLYSLOW, and the "always run" state will be the regular fly. + enableflyslow = false + + ; 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) + + ; # + ; # statistics + ; # + + ; Simulator statistics are output to the console periodically at debug level INFO. + ; Setting this to zero disables this output. + LogShowStatsSeconds = 0 + + ; Simulator Stats URI + ; Enable JSON simulator data by setting a URI name (case sensitive) + ; Returns regular sim stats (SimFPS, ...) + Stats_URI = "jsonSimStats" + + ; Simulator StatsManager URI + ; Enable fetch of StatsManager registered stats. Fetch is query which can optionally + ; specify category, container and stat to fetch. If not selected, returns all of that type. + ; http://simulatorHTTPport/ManagedStats/?cat=Category&cont=Container&stat=Statistic + ; ManagedStatsRemoteFetchURI = "ManagedStats" + + ; Make OpenSim start all regions with logins disabled. They will need + ; to be enabled from the console if this is set + StartDisabled = false + + ; Image decoding. Use CSJ2K for layer boundary decoding if true, + ; OpenJPEG if false + ; UseCSJ2K = true + + ; Use "Trash" folder for items deleted from the scene + ; When set to True (the default) items deleted from the scene will be + ; stored in the user's trash or lost and found folder. When set to + ; False items will be removed from the scene permanently + UseTrashOnDelete = True + + ; # + ; # Logging + ; # + + ; Force logging when the thread pool approaches an overload condition + ; Provides useful data for post-mortem analysis even in a production + ; system with reduced logging + LogOverloads = True + + ; # + ; # Telehubs + ; # + + ; SpawnPointRouting adjusts the landing for incoming avatars. + ; "closest" will place the avatar at the SpawnPoint located in the closest + ; available spot to the destination (typically map click/landmark). + ; "random" will place the avatar on a randomly selected spawnpoint; + ; "sequence" will place the avatar on the next sequential SpawnPoint + SpawnPointRouting = closest + + ; TelehubAllowLandmark allows users with landmarks to override telehub + ; routing and land at the landmark coordinates when set to true + ; default is false + TelehubAllowLandmark = true + + +[Map] + ; Map tile options. + ; If true, then maptiles are generated using the MapImageModule below. + ; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden + ; in individual region config file(s). If you do not want to upload map tiles at all, then you will need + ; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/ + GenerateMaptiles = true + + ;WorldMapModule = "WorldMap" + + ; The module to use in order to generate map images. + ; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can + ; generate better images. + MapImageModule = "Warp3DImageModule" + + ; World map blacklist timeout in seconds + ;BlacklistTimeout = 600 + + ; Refresh (in seconds) the map tile periodically + MaptileRefresh = 0 + + ; If not generating maptiles, use this static texture asset ID + ;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000" + + ; Draw objects on maptile. This step might take a long time if you've got a large number of + ; objects, so you can turn it off here if you'd like. + DrawPrimOnMapTile = true + + ; Use terrain texture for maptiles if true, use shaded green if false + TextureOnMapTile = true + + ; Texture prims + TexturePrims = true + + ; Only texture prims that have a diagonal size greater than this number + TexturePrimSize = 1 + + ; Attempt to render meshes and sculpties on the map + RenderMeshes = true; + + ; where to store cached map tiles. + CacheDirectory = "${Paths|CachePath}/MapImageCache" + + ; Draw map position at bottom right. + enablePosition = true + + ; Refresh the cached map tile once a month. + ;RefreshEveryMonth = true + + ;# {MapColorWater} {} {Water color for textured and shaded maps} {"#1D475F"} + ; MapColorWater = "#3399FF" + + ;# {MapColor1} {} {Terrain color 1 for textured maps} {"#A58976"} + ; MapColor1 = "#A58976" + + ;# {MapColor2} {} {Terrain color 2 for textured maps} {"#455931"} + ; MapColor2 = "#455931" + + ;# {MapColor3} {} {Terrain color 3 for textured maps} {"#A29A8D"} + ; MapColor3 = "#A29A8D" + + ;# {MapColor4} {} {Terrain color 4 for textured maps} {"#C8C8C8"} + ; MapColor4 = "#C8C8C8" + + +[Permissions] + ; ## + ; ## PERMISSIONS + ; ## + + ; Permission modules to use, separated by comma. + ; Possible modules are DefaultPermissionsModule, PrimLimitsModule + permissionmodules = "DefaultPermissionsModule" + + ; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy + ; any item, etc. This may not yet be implemented uniformally. + ; If set to true, then all permissions checks are carried out + ; Default is true + serverside_object_permissions = true + + + ; This allows some control over permissions + ; please note that this still doesn't duplicate SL, and is not intended to + + ; This allows grid users with a UserLevel of 200 or more to assume god + ; powers in the regions in this simulator. + allow_grid_gods = true + + ; Allow region owners to assume god powers in their regions + ;region_owner_is_god = true + + ; Allow region managers to assume god powers in regions they manage + ;region_manager_is_god = false + + ; God mode should be turned on in the viewer whenever + ; the user has god rights somewhere. They may choose + ; to turn it off again, though. + automatic_gods = false + + ; The user can execute any and all god functions, as + ; permitted by the viewer UI, without actually "godding + ; up". This is the default state in 0.8.2. + implicit_gods = true + + ; Control user types that are allowed to create new scripts + ; Only enforced if serviceside_object_permissions is true + ; + ; Current possible values are + ; all - anyone can create scripts (subject to normal permissions) + ; gods - only administrators can create scripts (as long as allow_grid_gods is true) + ; Default value is all + ; allowed_script_creators = all + + ; Control user types that are allowed to edit (save) scripts + ; Only enforced if serviceside_object_permissions is true + ; + ; Current possible values are + ; all - anyone can edit scripts (subject to normal permissions) + ; gods - only administrators can edit scripts (as long as allow_grid_gods is true) + ; Default value is all + ; allowed_script_editors = all + + ; Provides a simple control for land owners to give build rights to specific avatars + ; in publicly accessible parcels that disallow object creation in general. + ; Owners specific avatars by adding them to the Access List of the parcel + ; without having to use the Groups feature + ; Disabled by default + ; simple_build_permissions = False + + ; Minimum user level required to upload assets + ;LevelUpload = 0 + + +[RegionReady] + ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled + enabled = true + + ; Channel on which to signal region readiness through a message + ; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]" + ; - the first field indicating whether this is an initial server startup + ; - 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 = 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 = false + + ; - send an alert as json to a service + ; alert_uri = "http://myappserver.net/my_handler/" + + +[EstateManagement] + ; If false, then block any region restart requests from the client even if they are otherwise valid. + ; Default is true + AllowRegionRestartFromClient = true + + +[Estates] + ; If these values are commented out then the user will be asked for estate details when required (this is the normal case). + ; If these values are uncommented then they will be used to create a default estate as necessary. + ; New regions will be automatically assigned to that default estate. + + ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate + ;; Name for the default estate + ; DefaultEstateName = My Estate + + ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName + ;; Name for default estate owner + ; DefaultEstateOwnerName = FirstName LastName + + + ; ** Standalone Estate Settings ** + ; The following parameters will only be used on a standalone system to + ; create an estate owner that does not already exist + + ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000 + ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random + ;; UUID will be assigned. This is normally what you want + ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000 + + ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {} + ;; Email address for the default estate owner + ; DefaultEstateOwnerEMail = owner@domain.com + + ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {} + ;; Password for the default estate owner + ; DefaultEstateOwnerPassword = password + + +[UserProfiles] + ;; Set the value of the url to your UserProfilesService + ;; If un-set / "" the module is disabled + ;; If the ProfileServiceURL is not set, then very BASIC + ;; profile support will be configured. If the ProfileServiceURL is set to a + ;; valid URL, then full profile support will be configured. The URL + ;; points to your grid's Robust user profiles service + ;; + ProfileServiceURL = ${Const|GridURL}:${Const|PublicPort} + + ;; set this to false to prevent your users to be sent to unknown + ;; web sites by other users on their profiles + ; AllowUserProfileWebURLs = true + + +[SMTP] + ;; The SMTP server enabled the email module to send email to external + ;; destinations. + + ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false + ;; Enable sending email via SMTP + enabled = false + + ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local + ; internal_object_host = lsl.opensim.local + + ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1 + ; host_domain_header_from = "127.0.0.1" + + ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20 + ; email_pause_time = 20 + + ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096 + ; email_max_size = 4096 + + ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1 + ; SMTP_SERVER_HOSTNAME = "127.0.0.1" + + ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25 + ; SMTP_SERVER_PORT = 25 + + ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {} + ; SMTP_SERVER_LOGIN = "" + + ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {} + ; SMTP_SERVER_PASSWORD = "" + + +[Network] + ;; Configure the remote console user here. This will not actually be used + ;; unless you use -console=rest at startup. + ;ConsoleUser = "Test" + ;ConsolePass = "secret" + ;console_port = 0 + + ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000 + ;; Simulator HTTP port. This is not the region port, but the port the + ;; entire simulator listens on. This port uses the TCP protocol, while + ;; the region ports use UDP. + ;http_listener_port = 9000 + + ; 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 + ; you can use https on other platforms, but you'll need to configure the httpapi yourself for now + http_listener_ssl = false ; Also create a SSL server + http_listener_cn = "localhost" ; Use the cert with the common name + http_listener_sslport = 9001 ; Use this port for SSL connections + http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer + + ; HTTPS for "Out of band" management applications such as the remote + ; admin module + ; + ; Create https_listener = "True" will create a listener on the port + ; specified. Provide the path to your server certificate along with it's + ; password + ; https_listener = False + ; Set our listener to this port + ; https_port = 0 + ; Path to X509 certificate + ; cert_path = "path/to/cert.p12" + ; Password for cert + ; cert_pass = "password" + + ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN. + ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter. + ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below. + ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing. + ; + ; You can whitelist individual endpoints by IP or FQDN, e.g. + ; + ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003 + ; + ; You can specify multiple addresses by separating them with a bar. For example, + ; + ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000 + ; + ; If an address if given without a port number then port 80 is assumed + ; + ; You can also specify a network range in CIDR notation to whitelist, e.g. + ; + ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24 + ; + ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255 + ; To specify an individual IP address use the /32 netmask + ; + ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32 + ; + ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation + + ; Maximum bytes allowed for HTTP_BODY_MAXLENGTH. + ; By default, llHTTPRequest limits the response body to 2048 bytes. + ; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum + ; of HttpBodyMaxLenMAX bytes. + ; Please be aware that the limit can be set to insanely high values, + ; effectively removing any limitation. This will expose your sim to a + ; known attack. It is not recommended to set this limit higher than + ; the highest value that is actually needed by existing applications! + ; 16384 is the SL compatible value. + ; HttpBodyMaxLenMAX=16384 + + ; Hostname to use in llRequestURL/llRequestSecureURL + ; if not defined - llRequestURL/llRequestSecureURL are disabled + ; 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 + ; This stops users making HTTP calls to machines in the simulator's local network. + ; If you need to allow some LAN calls we recommend you use OutboundDisallowForUserScriptsExcept documented in OpenSim.ini.example + ; If you override OutboundDisallowForUserScripts directly you need to be very careful. + ; + ; Network ranges are specified in CIDR notation (http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation) with multiple entries separated by | + ; To specify an individual IP address use the /32 netmask (e.g. 192.168.1.3/32) + ; You can also specify individual : endpoints (e.g. 192.168.1.3:8003) + ; If an address if given without a port number then port 80 is assumed. + OutboundDisallowForUserScripts = 0.0.0.0/8|10.0.0.0/8|100.64.0.0/10|127.0.0.0/8|169.254.0.0/16|172.16.0.0/12|192.0.0.0/24|192.0.2.0/24|192.88.99.0/24|192.168.0.0/16|198.18.0.0/15|198.51.100.0/24|203.0.113.0/24|224.0.0.0/4|240.0.0.0/4|255.255.255.255/32 + ; + ; You can also prevent all user script outgoing calls with the following override in OpenSim.ini + ; + ; OutboundDisallowForUserScripts = 0.0.0.0/0 + ; + ; 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 + shard = "OpenSim" + + ; What is reported as the "User-Agent" when using llHTTPRequest + ; Defaults to not sent if not set here. See the notes section in the wiki at + ; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding + ; " (Mozilla Compatible)" to the text where there are problems with a web server + ;user_agent = "OpenSim LSL (Mozilla Compatible)" + + ;; The following 3 variables are for HTTP Basic Authentication for the Robust services. + ;; Use this if your central services in port 8003 need to be accessible on the Internet + ;; but you want to protect them from unauthorized access. The username and password + ;; here need to match the ones in the Robust service configuration. + ; AuthType = "BasicHttpAuthentication" + ; HttpAuthUsername = "some_username" + ; HttpAuthPassword = "some_password" + ;; + ;; Any of these 3 variables above can be overriden in any of the service sections. + + ; OpenSim can send multiple simultaneous requests for services such as asset + ; retrieval. However, some versions of mono appear to hang when there are too + ; many simultaneous requests, default is 30 and is currently applied only to assets + ;MaxRequestConcurrency = 30 + + +[AccessControl] + ; Viewer-based access control. |-separated list of allowed viewers. + ;; One can use a substring of the viewer name to enable only certain + ;; versions + ;; Example: Agent uses the viewer "Imprudence 1.3.2.0" + ;; - "Imprudence" has access + ;; - "Imprudence 1.3" has access + ;; - "Imprudence 1.3.1" has no access + ; AllowedClients = "" + + ; Viewer-based access control. |-separated list of denied viewers. + ;; One can use a Substring of the viewer name to disable only certain + ;; versions + ;; Example: Agent uses the viewer "Imprudence 1.3.2.0" + ;; - "Imprudence" has no access + ;; - "Imprudence 1.3" has no access + ;; - "Imprudence 1.3.1" has access + ; No restrictions by default. + ; DeniedClients = "" + + +[XMLRPC] + ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule + ;; If enabled and set to XmlRpcRouterModule, this will post an event, + ;; "xmlrpc_uri(string)" to the script concurrently with the first + ;; remote_data event. This will contain the fully qualified URI an + ;; external site needs to use to send XMLRPC requests to that script + ;; + ;; If enabled and set to XmlRpcGridRouterModule, newly created channels + ;; will be registered with an external service via a configured uri + ;XmlRpcRouterModule = "XmlRpcRouterModule" + + ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800 + ;XmlRpcPort = 20800 + + ;# {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 + ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator + ;; will use this address to register xmlrpc channels on the external + ;; service + ; XmlRpcHubURI = http://example.com + + +[ClientStack.LindenUDP] + ; The client socket receive buffer size determines how many + ; incoming requests we can process; the default on .NET is 8192 + ; which is about 2 4k-sized UDP datagrams. On mono this is + ; whatever the underlying operating system has as default; for + ; example, ubuntu 8.04 or SLES11 have about 111k, which is about + ; 27 4k-sized UDP datagrams (on linux platforms you can [as root] + ; do "sysctl net.core.rmem_default" to find out what your system + ; uses a default socket receive buffer size. + ; + ; client_socket_rcvbuf_size allows you to specify the receive + ; buffer size LLUDPServer should use. NOTE: this will be limited + ; by the system's settings for the maximum client receive buffer + ; size (on linux systems you can set that with "sysctl -w + ; net.core.rmem_max=X") + ; + ;client_socket_rcvbuf_size = 8388608 + + ; Maximum outbound bytes per second for a single scene. This can be used to + ; throttle total outbound UDP traffic for a simulator. The default value is + ; 0, meaning no throttling at the scene level. The example given here is + ; 20 megabits + ; + ;scene_throttle_max_bps = 2500000 + + ; Maximum bytes per second to send to any single client. This will override + ; the user's viewer preference settings. The default value is 0, meaning no + ; aggregate throttling on clients (only per-category throttling). The + ; example given here is 1.5 megabits + ; + ;client_throttle_max_bps = 187500 + + ; Minimum bytes per second to send to any single client as a result of + ; adaptive throttling. Viewer preferences set to a lower number will + ; override the settin. The example given here ensures that adaptive + ; throttling will never decrease per client bandwidth below 256 kbps. + ; + ;adaptive_throttle_min_bps = 32000 + + ; Adaptive throttling attempts to limit network overload when multiple + ; clients login by starting each connection more slowly. Disabled by + ; default + ; + enable_adaptive_throttles = true + + ; Per-client bytes per second rates for the various throttle categories. + ; These are default values that will be overridden by clients. These + ; defaults are approximately equivalent to the throttles set by the Imprudence + ; viewer when maximum bandwidth is set to 350kbps + + ;resend_default = 6625 + ;land_default = 9125 + ;wind_default = 1750 + ;cloud_default = 1750 + ;task_default = 18500 + ;texture_default = 18500 + ;asset_default = 10500 + + ; Configures how ObjectUpdates are aggregated. These numbers + ; do not literally mean how many updates will be put in each + ; packet that goes over the wire, as packets are + ; automatically split on a 1400 byte boundary. These control + ; the balance between responsiveness of interest list updates + ; and total throughput. Higher numbers will ensure more full- + ; sized packets and faster sending of data, but more delay in + ; updating interest lists + ; + ;PrimUpdatesPerCallback = 100 + + ; TextureSendLimit determines how many packets will be put on + ; the outgoing queue each cycle. Like the settings above, this + ; is a balance between responsiveness to priority updates and + ; total throughput. Higher numbers will give a better + ; throughput at the cost of reduced responsiveness to client + ; priority changes or transfer aborts + ; + ;TextureSendLimit = 20 + + ; CannibalizeTextureRate allows bandwidth to be moved from the + ; UDP texture throttle to the task throttle. Since most viewers + ; use HTTP textures, this provides a means of using what is largely + ; unused bandwidth in the total throttle. The value is the proportion + ; of the texture rate to move to the task queue. It must be between + ; 0.0 (none of the bandwidth is cannibalized) and 0.9 (90% of the + ; bandwidth is grabbed) + ; + ; CannibalizeTextureRate = 0.5 + + ; Quash and remove any light properties from attachments not on the + ; hands. This allows flashlights and lanterns to function, but kills + ; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps + ; will also be affected. + ; + DisableFacelights = true + + ; The time to wait before disconecting an unresponsive client. + ; The time is in seconds. The default is one minute + ; + ;AckTimeout = 60 + + ; The time to wait before disconecting an unresponsive paused client. + ; A client can be paused when the file selection dialog is open during file upload. + ; This gives extra time to find files via the dialog but will still disconnect if + ; the client crashes or loses its network connection + ; The time is in seconds. The default is five minutes. + ; + ;PausedAckTimeout = 300 + + +[ClientStack.LindenCaps] + ;; Long list of capabilities taken from + ;; http://wiki.secondlife.com/wiki/Current_Sim_Capabilities + ;; Not all are supported by OpenSim. The ones supported are + ;; set to localhost. These defaults can be overwritten + ;; in OpenSim.ini + ;; Possible values are: + ;; "" -- empty, capability disabled + ;; "localhost" -- capability enabled and served by the simulator + ;; "" -- capability enabled and served by some other server + ;; + ; These are enabled by default to localhost. Change if you see fit. + ;; + Cap_AttachmentResources = "" + Cap_ChatSessionRequest = "" + Cap_CopyInventoryFromNotecard = "localhost" + Cap_DispatchRegionInfo = "" + Cap_EstateChangeInfo = "" + Cap_EnvironmentSettings = "localhost" + Cap_EventQueueGet = "localhost" + Cap_FetchInventory = "" + Cap_ObjectMedia = "localhost" + Cap_ObjectMediaNavigate = "localhost" + Cap_FetchLib = "" + Cap_FetchLibDescendents = "" + Cap_GetDisplayNames = "localhost" + Cap_GetTexture = "localhost" + Cap_GetMesh = "localhost" + Cap_GetObjectCost = "" + Cap_GetObjectPhysicsData = "" + Cap_GroupProposalBallot = "" + Cap_GroupMemberData = "localhost" + Cap_HomeLocation = "localhost" + Cap_LandResources = "" + Cap_MapLayer = "localhost" + Cap_MapLayerGod = "localhost" + Cap_NewFileAgentInventory = "localhost" + Cap_NewFileAgentInventoryVariablePrice = "localhost" + Cap_ObjectAdd = "localhost" + Cap_ParcelPropertiesUpdate = "localhost" + Cap_ParcelMediaURLFilterList = "" + Cap_ParcelNavigateMedia = "" + Cap_ParcelVoiceInfoRequest = "" + Cap_ProductInfoRequest = "" + Cap_ProvisionVoiceAccountRequest = "" + Cap_RemoteParcelRequest = "localhost" + Cap_RequestTextureDownload = "" + Cap_SearchStatRequest = "" + Cap_SearchStatTracking = "" + Cap_SendPostcard = "" + Cap_SendUserReport = "" + Cap_SendUserReportWithScreenshot = "" + Cap_ServerReleaseNotes = "" + Cap_SimConsole = "" + Cap_SimulatorFeatures = "" + Cap_SetDisplayName = "" + Cap_StartGroupProposal = "" + Cap_TextureStats = "" + Cap_UntrustedSimulatorMessage = "" + Cap_UpdateAgentInformation = "" + Cap_UpdateAgentLanguage = "" + Cap_UpdateGestureAgentInventory = "" + Cap_UpdateNotecardAgentInventory = "localhost" + Cap_UpdateScriptAgent = "localhost" + Cap_UpdateGestureTaskInventory = "" + Cap_UpdateNotecardTaskInventory = "localhost" + Cap_UpdateScriptTask = "localhost" + Cap_UploadBakedTexture = "localhost" + Cap_UploadObjectAsset = "localhost" + Cap_ViewerStartAuction = "" + Cap_ViewerStats = "" + + ; Capabilities for fetching inventory over HTTP rather than UDP + ; FetchInventoryDescendents2 and FetchInventory2 are the ones used in the latest Linden Lab viewers (from some point in the v2 series and above) + ; It appears that Linden Lab viewer 3.3.1 onwards will not work properly if FetchInventoryDescendents2 and FetchInventory2 are not enabled + Cap_WebFetchInventoryDescendents = "" + Cap_FetchInventoryDescendents2 = "localhost" + Cap_FetchInventory2 = "localhost" + + ; Capability for searching for people + Cap_AvatarPickerSearch = "localhost" + + +[SimulatorFeatures] + ;# {SearchServerURI} {} {URL of the search server} {} + ;; Optional. If given this serves the same purpose as the grid wide + ;; [LoginServices] SearchURL setting and will override that where + ;; supported by viewers. + ;SearchServerURI = "http://127.0.0.1:9000/" + + ;# {DestinationGuideURI} {} {URL of the destination guide} {} + ;; Optional. If given this serves the same purpose as the grid wide + ;; [LoginServices] DestinationGuide setting and will override that where + ;; supported by viewers. + ;DestinationGuideURI = "http://127.0.0.1:9000/guide" + + +[Chat] + ; Controls whether the chat module is enabled. Default is true. + enabled = true + + ; Distance in meters that whispers should travel. Default is 10m + whisper_distance = 15 + + ; Distance in meters that ordinary chat should travel. Default is 20m + say_distance = 40 + + ; Distance in meters that shouts should travel. Default is 100m + shout_distance = 256 + + +[EntityTransfer] + ; Allow avatars to cross into and out of the region. + AllowAvatarCrossing = true + + ; This disables border transfers for objects. When true, objects can be placed outside + ; the region's border without being transferred to another simulator. + DisableObjectTransfer = false + + ; Minimum user level required for HyperGrid teleports + LevelHGTeleport = 0 + + ; Determine whether the cancel button is shown at all during teleports. + ; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.) + ; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed. + DisableInterRegionTeleportCancellation = false + + ;; This option exists to control the behavior of teleporting gods into places that have landing points + ;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for + ;; avatars with god permissions; SL lets gods land wherever they want. + LandingPointBehavior = LandingPointBehavior_SL + + +[Messaging] + ; Control which region module is used for instant messaging. + ; Default is InstantMessageModule (this is the name of the core IM module as well as the setting) + + ; InstantMessageModule = InstantMessageModule + ; MessageTransferModule = MessageTransferModule + + ;# {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 = ${Const|BaseURL}/Offline.php + + ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll} + ;; For standalones, this is the storage dll. + StorageProvider = "${Const|DataProvider}" + + ; Mute list handler + ; the provided MuteListModule is just a Dummy + ; you will need a external module for proper suport. + ; if you keep both 2 following settings comment, viewers will use mutes in their caches + ; if you uncoment both (url is ignored) the mutes will be deleted at login on this instance regions + ; WARNING: viewers mutes cache seems to shared by all grids, including SL + ; this may cause some confusion. + ;# {MuteListModule} {MuteListModule:MuteListModule} {} {} None + MuteListModule = MuteListModule + ;# {MuteListURL} {MuteListModule:MuteListModule} {} {} http://yourserver/Mute.php + MuteListURL = ${Const|BaseURL}/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] + ; Control whether multiple objects sent to inventory should be coaleseced into a single item + ; There are still some issues with coalescence, including the fact that rotation is not restored + ; and some assets may be missing from archive files. + CoalesceMultipleObjectsToInventory = true + + +[Appearance] + ; Persist avatar baked textures + ; Persisting baked textures can speed up login and region border + ; crossings especially with large numbers of users, though it + ; will store potentially large numbers of textures in your asset + ; database + PersistBakedTextures = true + + ; Control the delay before appearance is sent to other avatars and + ; saved in the avatar service. Attempts to limit the impact caused + ; by the very chatty dialog that sets appearance when an avatar + ; logs in or teleports into a region; values are in seconds + DelayBeforeAppearanceSave = 5 + DelayBeforeAppearanceSend = 2 + + ; If true, avatar appearance information is resent to other avatars in the simulator every 60 seconds. + ; This may help with some situations where avatars are persistently grey, though it will not help + ; in other situations (e.g. appearance baking failures where the avatar only appears as a cloud to others). + ResendAppearanceUpdates = true + + ; Turning this on responds to CachedTexture packets to possibly avoid rebaking the avatar + ; on every login + ReuseTextures = true + + +[Attachments] + ; Controls whether avatar attachments are enabled. + ; Defaults to true - only set to false for debugging purposes + Enabled = true + + ; Controls the number of milliseconds that are slept per 100 prims rezzed in attachments + ; Experimental setting to control CPU spiking when avatars with many attachments login/change outfit + ; or when multiple avatars with medium level attachments login/change outfit simultaneously. + ; If 0 then no throttling is performed. + ThrottlePer100PrimsRezzed = 0 + + +[Mesh] + ; enable / disable mesh asset uploads + ; mesh asset must conform to standard mesh format, with OpenSim extensions + ; default is true + AllowMeshUpload = true + + ; Minimum user level required to upload meshes + ;LevelUpload = 0 + + ; support meshes on physics + UseMeshiesPhysicsMesh = true + + ;support convex shape type on normal prims + ; (ubOde only) + ;ConvexPrims = true + + ;support convex shape type on sculpts + ; (ubOde only) + ;ConvexSculpts = true + + ; mesh cache settings: + ; (ubOde only) + ; do cache (keep true) + ;MeshFileCache = true + ; cache folder name relative to bin/ or absolute path + ;MeshFileCachePath = MeshCache + ;MeshFileCacheDoExpire = true + ;MeshFileCacheExpireHours = 48 + + +[Textures] + ; If true, textures generated dynamically (i.e. through osSetDynamicTextureData() and similar OSSL functions) are reused where possible + ; Chiefly, reuse occurs if a texture has already been generated with identical data and settings, and that texture contains no dynamic components + ; (e.g. images pulled from an external HTTP address). + ; Reusing previously generated textures results in a much faster update on the viewer but may cause issues if the viewer didn't receive all resolutions of the texture. + ; Currently, it will also increase asset cache use since temporary dynamic textures are no longer deleted. + ; Hence, currently considered experimental. + ; Default is false. + ReuseDynamicTextures = false + + ; If true, then textures generated dynamically that have a low data size relative to their pixel size are not reused + ; This is to workaround an apparent LL 3.3.4 and earlier viewer bug where such textures are not redisplayed properly when pulled from the viewer cache. + ; Only set this to true if you are sure that all the viewers using your simulator will not suffer from this problem. + ; This setting only has an affect is ReuseDynamicTextures = true + ; Default is false + ReuseDynamicLowDataTextures = false + + +[ODEPhysicsSettings] + ; ## + ; ## Physics stats settings ( most ignored by ubOde ) + ; + + ; If collect_stats is enabled, then extra stat information is collected which is accessible via the MonitorModule + ; (see http://opensimulator.org/wiki/Monitoring_Module for more details). + collect_stats = false + + ; ## + ; ## Physics logging settings - logfiles are saved to *.DIF files + ; ## + + ; default is false + ;physics_logging = true + ;; every n simulation iterations, the physics snapshot file is updated + ;physics_logging_interval = 50 + ;; append to existing physics logfile, or overwrite existing logfiles? + ;physics_logging_append_existing_logfile = true + + ;## + ;## World Settings + ;## + + ;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s + world_gravityx = 0 + world_gravityy = 0 + world_gravityz = -9.8 + + ; Terminal velocity of a falling avatar + ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples + ; Max value is 255, min value is 0 + avatar_terminal_velocity = 54 + + ; World Step size. + ; with legacy ODE this value needs to be close to 0.02s + ; with ubOde this value can be reduced to improve simulation quality with the cost of higher cpu load + ; you will need to test acording to you needs + ; choosing a value that is a integer sub multiple of FrameRate reduces some jitter on reported physics FPS + world_stepsize = 0.01818 + ; number of iterations of constrains solver, higher should improve results + ; up to a point where acumulated math errors eliminate the improvement + ; more steps may increase CPU load. No real gain in changing + world_solver_iterations = 10 + + ;Spaces level settings. Affects memory consumption vs Collider CPU time for avatar and physical prim + ; defines spaces partition cells min and max sizes == 2^value + world_hashspace_level_low = -5 + world_hashSpace_level_high = 12 + + meters_in_small_space = 29.9 + + + ; ## + ; ## Contact properties. (the stuff that happens when things come in contact with each other) + ; ## + + ; surface layer around geometries other geometries can sink into before generating a contact + world_contact_surface_layer = 0.001 + + ; Filtering collisions helps keep things stable physics wise, but sometimes + ; it can be overzealous. If you notice bouncing, chances are it's that. + filter_collisions = false + + ; Non Moving Terrain Contact (avatar isn't moving) + nm_terraincontact_friction = 255.0 + nm_terraincontact_bounce = 0.1 + nm_terraincontact_erp = 0.1025 + + ; Moving Terrain Contact (avatar is moving) + m_terraincontact_friction = 75.0 + m_terraincontact_bounce = 0.05 + m_terrainContact_erp = 0.05025 + + ; Moving Avatar to object Contact + m_avatarobjectcontact_friction = 75.0 + m_avatarobjectcontact_bounce = 0.1 + + ; Object to Object Contact and Non-Moving Avatar to object + objectcontact_friction = 250.0 + objectcontact_bounce = 0.2 + + ; ## + ; ## Avatar Control + ; ## + + ; PID Controller Settings. These affect the math that causes the avatar to reach the + ; desired velocity + ; See http://en.wikipedia.org/wiki/PID_controller + + av_pid_derivative = 2200.0 + av_pid_proportional = 900.0 + + ;girth of the avatar. Adds radius to the height also + av_capsule_radius = 0.37 + + ; Max force permissible to use to keep the avatar standing up straight + av_capsule_standup_tensor = 550000 + + ; specifies if the capsule should be tilted (=true; old compatibility mode) + ; or straight up-and-down (=false; better and more consistent physics behavior) + av_capsule_tilted = false + + ; used to calculate mass of avatar. + ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH); + ; av_density * AVvolume; + av_density = 80 + + ; use this value to cut 52% of the height the sim gives us + ; Currently unused + ; av_height_fudge_factor = 0.52 + + ; Movement. Smaller is faster. + + ; speed of movement with Always Run off + av_movement_divisor_walk = 1.3 + + ; speed of movement with Always Run on + av_movement_divisor_run = 0.8 + + ; When the avatar flies, it will be moved up by this amount off the ground (in meters) + minimum_ground_flight_offset = 3.0 + + ; Plant avatar. This reduces the effect of physical contacts with the avatar. + ; If you have a group of unruly and rude visitors that bump each other, turn this on to make that less attractive. + ; The avatar still allows a small movement based on the PID settings above. Stronger PID settings AND this active + ; will lock the avatar in place + av_planted = false + + ; No Avatar Avatar Collissions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment + av_av_collisions_off = false + + ; ## + ; ## Object options + ; ## + + ; used in the mass calculation. + geometry_default_density = 10.000006836 + + ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep + body_frames_auto_disable = 20 + + ; used to control llMove2Target + body_pid_derivative = 35 + body_pid_gain = 25 + + ; maximum number of contact points to generate per collision + contacts_per_collision = 80 + + ; start throttling the object updates if object comes in contact with 3 or more other objects + geom_contactpoints_start_throttling = 3 + + ; send 1 update for every x updates below when throttled + geom_updates_before_throttled_update = 15 + + ; Maximum mass an object can be before it is clamped + maximum_mass_object = 10000.01 + + ; ## + ; ## Sculpted Prim settings + ; ## + + ; Do we want to mesh sculpted prim to collide like they look? + ; If you are seeing sculpt texture decode problems + ; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception") + ; then you might want to try setting this to false. + mesh_sculpted_prim = true + + ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies + mesh_lod = 32 + + ; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies + mesh_physical_lod = 16 + + ; ## + ; ## additional meshing options + ; ## + + ; Physics needs to create internal meshs (or convert the object meshs or scultps) + ; for all prims except simple boxes and spheres. + + ; collisions of small objects againts larger ones can have a increased CPU load cost + ; so this are represented by a simple BOX + ; if all their scale dimensions are lower or equal to this option. Default is 0.1m + ; (ubOde only) + ; MinSizeToMeshmerize = 0.1 + + +[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 = 3 + + ; 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. +;;;; Has trouble with the lighthouse stairs, but all others work fine, can even climb over some fences. Which is odd. + AvatarStepHeight = 0.6 ; The height, below which is considered a step collision. + AvatarStepAngle = 0.3 ; The angle from vertical (in radians) to consider a surface a step + AvatarStepApproachFactor = 2 ; Approach angle factor. O=straight on, .6=~45 degrees. + AvatarStepGroundFudge = 0.1 ; Fudge added to bottom of avatar below which step collisions happen + AvatarStepForceFactor = 0 ; Avatar is pushed up by its mass times this factor + AvatarStepUpCorrectionFactor = 1.1 ; Avatar is displaced up the collision height times this factor + AvatarStepSmoothingSteps = 3 ; 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 + + +[RemoteAdmin] + ;; This is the remote admin module, which uses XMLRPC requests to + ;; manage regions from a web interface. + + enabled = false + + ; Set this to a nonzero value to have remote admin use a different port + port = 0 + + ; Set this to the ip address that you want the admin server to bind to + bind_ip_address = "0.0.0.0" + + ; This password is required to make any XMLRPC call (should be set as the "password" parameter) + access_password = unknown + + ; List the IP addresses allowed to call RemoteAdmin + ; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin. + ; access_ip_addresses = 0.0.0.0, 0.0.0.0 ... + ; access_ip_addresses = + + ; set this variable to true if you want the create_region XmlRpc + ; call to unconditionally enable voice on all parcels for a newly + ; created region [default: false] + create_region_enable_voice = false + + ; set this variable to false if you want the create_region XmlRpc + ; call to create all regions as private per default (can be + ; overridden in the XmlRpc call) [default: true] + create_region_public = false + + ; the create_region XmlRpc call uses region_file_template to generate + ; the file name of newly create regions (if they are created + ; persistent). the parameter available are: + ; {0} - X location + ; {1} - Y location + ; {2} - region UUID + ; {3} - region port + ; {4} - region name with " ", ":", "/" mapped to "_" + region_file_template = "{0}x{1}-{2}.ini" + + ; we can limit the number of regions that XmlRpcCreateRegion will + ; allow by setting this to a positive, non-0 number: as long as the + ; number of regions is below region_limits, XmlRpcCreateRegion will + ; succeed. setting region_limit to 0 disables the check. + ; default is 0 + ;region_limit = 0 + + ; enable only those methods you deem to be appropriate using a | delimited whitelist + ; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml + ; if this parameter is not specified but enabled = true, all methods will be available + enabled_methods = all + + ; specify the default appearance for an avatar created through the remote admin interface + ; This will only take effect is the file specified by the default_appearance setting below exists + ;default_male = Default Male + ;default_female = Default Female + + ; 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 = true + + ; path to default appearance XML file that specifies the look of the default avatars + ;default_appearance = default_appearance.xml + + +; RestPlugins are not currently operational. +;[RestPlugins] +; ; Change this to true to enable REST Plugins. This must be true if you wish to use +; ; REST Region or REST Asset and Inventory Plugins +; enabled = false +; god_key = SECRET +; prefix = /admin + + +;[RestRegionPlugin] +; ; Change this to true to enable the REST Region Plugin +; enabled = false + + +;[RestHandler] +; ; Change this to true to enable the REST Asset and Inventory Plugin +; enabled = false +; authenticate = true +; secured = true +; extended-escape = true +; realm = OpenSim REST +; dump-asset = false +; path-fill = true +; dump-line-size = 32 +; flush-on-error = true + + +[IRC] + ; IRC bridge is experimental, so if it breaks... keep both parts... yada yada + ; also, not good error detection when it fails + enabled = false; you need to set this to true otherwise it won't connect + ;server = name.of.irc.server.on.the.net + ;; user password - only use this if the server requires one + ;password = mypass + ;nick = OpenSimBotNameProbablyMakeThisShorter + ;channel = #the_irc_channel_you_want_to_connect_to + ;user = "USER OpenSimBot 8 * :I'm an OpenSim to IRC bot" + ;port = 6667 + ;; channel to listen for configuration commands + ;commands_enabled = false + ;command_channel = 2777 + ;report_clients = true + ;; relay private chat connections + ;; relay_private_channels = true: will relay IRC chat from/to private in-world channels + ;; relay_private_channel_out -- channel to send messages out to the IRC bridge + ;; relay_private_channel_in -- channel to receive message from the IRC bridge + ;; relay_chat = false: IRC bridge will not relay normal chat + ;; access_password -- simple security device + ;; + ;; so, to just relay chat from an IRC channel to in-world region and vice versa: + ;; + ;; relay_private_channels = false + ;; relay_chat = true + ;; + ;; to relay chat only to/from private in-world channels: + ;; + ;; relay_chat = false + ;; relay_private_channels = true + ;; relay_private_channel_in = 2226 + ;; relay_private_channel_out = 2225 + ;; + ;; in this example, all chat coming in from IRC will be send out via + ;; in-world channel 2226, and all chat from in-world channel 2225 will + ;; be relayed to the IRC channel. + ;; + ;relay_private_channels = false + ;relay_private_channel_in = 2226 + ;relay_private_channel_out = 2225 + ;relay_chat = true + ;access_password = foobar + + ;;fallback_region = name of "default" region + ;;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message + ;; must start with "PRIVMSG {0} : " or irc server will get upset + ;;for : : + ;;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}" + ;;for : - : + ;msgformat = "PRIVMSG {0} : {3} - {1} of {2}" + ;;for : - from : + ;;msgformat = "PRIVMSG {0} : {3} - from {1}" + + ;; exclude_list allows you to stop the IRC connector from announcing the + ;;arrival and departure of certain users. For example: admins, bots. + + ;exclude_list=User 1,User 2,User 3 + + ;;Shows modal alertbox for entering agent on IRC enabled regions + ;; + ;; Enable Alert, default = false + ;alert_show = false + ;; + ;; Show IRC serverinfo, default = true + ;alert_show_serverinfo = true + ;; + ;alert_msg_pre = "This region is linked to Irc." + ;alert_msg_post = "Everything you say in public chat can be listened." + + +[Sun] + ; The following settings control the progression of daytime + ; in the Sim. The defaults are the same as the commented out settings + ; number of wall clock hours for an opensim day. 24.0 would mean realtime + day_length = 24 + ; Year length in days + year_length = 365 + ; Day to Night Ratio + 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 + + +[Wind] + ; Enables the wind module. Default is true + enabled = true + + ; How often should wind be updated, as a function of world frames. Approximately 50 frames a second + wind_update_rate = 150 + + ; The Default Wind Plugin to load + wind_plugin = SimpleRandomWind + + ; These settings are specific to the ConfigurableWind plugin + ; To use ConfigurableWind as the default, simply change wind_plugin to ConfigurableWind and uncomment the following. + ; avg_strength = 5.0 + ; avg_direction = 0.0 + ; var_strength = 0.0 + ; var_direction = 0.0 + ; rate_change = 1.0 + + ; This setting is specific to the SimpleRandomWind plugin + ; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. Default is 1.0 + strength = 1.0 + + +[Cloud] + ; Enable this to generate classic particle clouds above the sim. + ; default is disabled - turn it on here + enabled = true + + ; Density of cloud cover 0.0 to 1.0 Defult 0.5 + density = 0.5 + + ; update interval for the cloud cover data returned by llCloud(). + ; default is 1000 + 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 = true + + +[Trees] + ; enable the trees module. default true + enabled = true + + ; active_trees allows module to change its trees in time. + ; some will be deleted, others created and rest may grow + ; default is false. You can change it with console command tree active true | false later + active_trees = false + ; the trees change execution time rate (in ms) + update_rate = 1000 + + ; allow the trees to grow. + ; DANGER + ; this option causes high network use on the order of + ; NumberOfTrees * NumberAvatars * 1000 / update_rate udp packets per second + allowGrow = false + + +[VectorRender] + ; the font to use for rendering text (default: Arial) + ; font_name = "Arial" + + +[LL-Functions] + ; Set the following to true to allow administrator owned scripts to execute console commands + ; currently unused + ; AllowosConsoleCommand=false + + ; 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 = 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. + ; If false then email may be sent to any valid email address. + RestrictEmail = false + + ; Maximum number of llListen events we allow over the entire region. + ; Set this to 0 to have no limit imposed + 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 = 0 + + ; Maximum number of external urls that scripts can set up in this simulator (e.g. via llRequestURL()) + max_external_urls_per_simulator = 100 + + ; Use size boxes instead of meshed prims, sculpts and mesh when calculating bounding boxes. + ; Speeds up calculations but can make them inaccurate, in some cases very inaccurate. + UseSimpleBoxesInGetBoundingBox = false + + ; Add a third vector with stats when returning results from llGetBoundingBox. + ; Lists objects (groups), prims/meshes/avatars (parts) and vertices rendered. + AddStatsInGetBoundingBox = false + + ; Avatar bounding box, lower X value, constant part, when standing + LowerAvatarBoundingBoxStandingXconst = -0.275 + + ; Avatar bounding box, upper X value, constant part, when standing + UpperAvatarBoundingBoxStandingXconst = 0.275 + + ; Avatar bounding box, lower Y value, constant part, when standing + LowerAvatarBoundingBoxStandingYconst = -0.35 + + ; Avatar bounding box, upper Y value, constant part, when standing + UpperAvatarBoundingBoxStandingYconst = 0.35 + + ; Avatar bounding box, lower Z value, constant part, when standing + LowerAvatarBoundingBoxStandingZconst = -0.1 + + ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when standing + LowerAvatarBoundingBoxStandingZcoeff = -0.5 + + ; Avatar bounding box, upper Z value, constant part, when standing + UpperAvatarBoundingBoxStandingZconst = 0.1 + + ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when standing + UpperAvatarBoundingBoxStandingZcoeff = 0.5 + + ; Avatar bounding box, lower X value, constant part, when groundsitting + LowerAvatarBoundingBoxGroundsittingXconst = -0.3875 + + ; Avatar bounding box, upper X value, constant part, when groundsitting + UpperAvatarBoundingBoxGroundsittingXconst = 0.3875 + + ; Avatar bounding box, lower Y value, constant part, when groundsitting + LowerAvatarBoundingBoxGroundsittingYconst = -0.5 + + ; Avatar bounding box, upper Y value, constant part, when groundsitting + UpperAvatarBoundingBoxGroundsittingYconst = 0.5 + + ; Avatar bounding box, lower Z value, constant part, when groundsitting + LowerAvatarBoundingBoxGroundsittingZconst = -0.05 + + ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when groundsitting + LowerAvatarBoundingBoxGroundsittingZcoeff = -0.375 + + ; Avatar bounding box, upper Z value, constant part, when groundsitting + UpperAvatarBoundingBoxGroundsittingZconst = 0.5 + + ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when groundsitting + UpperAvatarBoundingBoxGroundsittingZcoeff = 0.0 + + ; Avatar bounding box, lower X value, constant part, when sitting + LowerAvatarBoundingBoxSittingXconst = -0.5875 + + ; Avatar bounding box, upper X value, constant part, when sitting + UpperAvatarBoundingBoxSittingXconst = 0.1875 + + ; Avatar bounding box, lower Y value, constant part, when sitting + LowerAvatarBoundingBoxSittingYconst = -0.35 + + ; Avatar bounding box, upper Y value, constant part, when sitting + UpperAvatarBoundingBoxSittingYconst = 0.35 + + ; Avatar bounding box, lower Z value, constant part, when sitting + LowerAvatarBoundingBoxSittingZconst = -0.35 + + ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when sitting + LowerAvatarBoundingBoxSittingZcoeff = -0.375 + + ; Avatar bounding box, upper Z value, constant part, when sitting + UpperAvatarBoundingBoxSittingZconst = -0.25 + + ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when sitting + UpperAvatarBoundingBoxSittingZcoeff = 0.25 + + ; Safety coefficient for max bounding box from prim size box X coordinate + ; Worst case is twisted and sheared box, 1+sqrt(2) + PrimBoundingBoxSafetyCoefficientX = 2.414214 + + ; Safety coefficient for max bounding box from prim size box Y coordinate + ; Worst case is twisted and sheared box, 1+sqrt(2) + PrimBoundingBoxSafetyCoefficientY = 2.414214 + + ; Safety coefficient for max bounding box from prim size box Z coordinate + ; Worst case is twisted tube, 0.5+sqrt(1.25) + PrimBoundingBoxSafetyCoefficientZ = 1.618034 + + ; Use llCastRay V3 if true. + ; Implements llCastRay similar but not identical to Second Life. + ; See http://wiki.secondlife.com/wiki/LlCastRay . + ; NEW + ; Meshes prims for good accuracy in ray hit detection, + ; handling basic and tortured prims, sculpts and meshes. + ; Uses ellipsoid, correctly sized avatar capsules. + ; Handles complex terrain, multi-prim objects and seated avatars. + ; Implements throttling and the status codes + ; RCERR_UNKNOWN and RCERR_CAST_TIME_EXCEEDED, + ; so LSL scripts need to handle these responses and RCERR_SIM_PERF_LOW. + ; WARNING + ; Can be faster on some servers and scenes, but slower on others, + ; 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 = true + + ; Accepted calculation precision error in calculations in llCastRay V3 + FloatToleranceInLlCastRay = 0.00001 + + ; Accepted distance difference between duplicate hits in llCastRay V3 + FloatTolerance2InLlCastRay = 0.001 + + ; Detail level when rendering prims in llCastRay V3 + ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call + PrimDetailLevelInLlCastRay = 1 + + ; Detail level when rendering sculpts in llCastRay V3 + ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call + SculptDetailLevelInLlCastRay = 1 + + ; Detail level when rendering meshes in llCastRay V3 + ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call + MeshDetailLevelInLlCastRay = 3 + + ; Detail level when rendering avatar capsules in llCastRay V3 + ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call + AvatarDetailLevelInLlCastRay = 1 + + ; Maximum number of returned hits from llCastRay V3 + MaxHitsInLlCastRay = 16 + + ; Maximum number of returned hits per prim from llCastRay V3 + MaxHitsPerPrimInLlCastRay = 16 + + ; Maximum number of returned hits per object from llCastRay V3 + MaxHitsPerObjectInLlCastRay = 16 + + ; Report ray intersections with surfaces on exits from a prim as hits in llCastRay V3 if true + DetectExitHitsInLlCastRay = false + + ; Detect attachments in llCastRay V3 if true + DoAttachmentsInLlCastRay = false + + ; Throttle period length in ms before which all old llCastRay use is discarded in llCastRay V3 + ; The sum of AvailableTimeInMsPerRegionInLlCastRay and all AvailableTimeInMsPerAvatarInLlCastRay should not exceed this + ThrottleTimeInMsInLlCastRay = 200 + + ; Available time in ms for llCastRay per throttle period and 65536 m2 land area in llCastRay V3 + AvailableTimeInMsPerRegionInLlCastRay = 40 + + ; Available time in ms for llCastRay per throttle period and avatar when script in attachment or vehicle in llCastRay V3 + AvailableTimeInMsPerAvatarInLlCastRay = 10 + + ; Required available time in ms left to perform a new llCastRay in llCastRay V3 + RequiredAvailableTimeInMsInLlCastRay = 2 + + ; Maximum available time in ms possible in llCastRay V3, not to get too high values with varregions + MaximumAvailableTimeInMsInLlCastRay = 40 + + ; Use cached meshes in llCastRay V3 if true + ; Improves performance but uses more memory + UseMeshCacheInLlCastRay = true + + +[DataSnapshot] + ; The following set of configs pertains to search. + ; Set index_sims to true to enable search engines to index your searchable data + ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs + ; default is false + index_sims = false + + ; The variable data_exposure controls what the regions expose: + ; minimum: exposes only things explicitly marked for search + ; all: exposes everything + data_exposure = minimum + + ; If search is on, change this to your grid name; will be ignored for standalones + 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 + default_snapshot_period = 1200 + + ; This will be created in bin, if it doesn't exist already. It will hold the data snapshots. + snapshot_cache_directory = "${Paths|CachePath}/DataSnapshot" + + ; Uncomment if you want to index your data with this and/or other search providers. One entry per + ; data service + ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py" + + +[Economy] + ; the economy module in use + ; default is the provided BetaGridLikeMoneyModule + ; - This module is for demonstration only - + ; The default economy module only implements just enough to allow free actions (transfer of objects, etc). + ; There is no intention to implement anything further in core OpenSimulator. + ; This functionality has to be provided by third party modules. + ; To use other modules you need to override this setting on OpenSim.ini Economy (or startup) section + ; economymodule = BetaGridLikeMoneyModule + + ; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only - + ; The default economy module only implements just enough to allow free actions (transfer of objects, etc). + ; There is no intention to implement anything further in core OpenSimulator. + ; This functionality has to be provided by third party modules. + + ;; Enables selling things for $0. Default is true. + SellEnabled = true + + ;; Money Unit fee to upload textures, animations etc. Default is 0. + PriceUpload = 0 + + ;; Money Unit fee to create groups. Default is 0. + PriceGroupCreate = 0 + + ; We don't really know what the rest of these values do. These get sent to the client + ; These taken from Agni at a Public Telehub. Change at your own risk. + ;ObjectCount = 0 + ;PriceEnergyUnit = 0 + ;PriceObjectClaim = 0 + ;PricePublicObjectDecay = 0 + ;PricePublicObjectDelete = 0 + ;PriceParcelClaim = 0 + ;PriceParcelClaimFactor = 1 + + ;PriceRentLight = 0 + ;TeleportMinPrice = 0 + ;TeleportPriceExponent = 2 + ;EnergyEfficiency = 1 + ;PriceObjectRent = 0 + ;PriceObjectScaleFactor = 10 + ;PriceParcelRent = 0 + + +[XEngine] + ; Enable this engine in this OpenSim instance + Enabled = true + + ; How many threads to keep alive even if nothing is happening + MinThreads = 2 + + ; How many threads to start at maximum load + MaxThreads = 100 + + ; Time a thread must be idle (in seconds) before it dies + IdleTimeout = 60 + + ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest") + Priority = "BelowNormal" + + ; Maximum number of events to queue for a script (excluding timers) + MaxScriptEventQueue = 3000 + + ; Stack size per thread created + ThreadStackSize = 262144 + + ; Set this to true to load each script into a separate + ; AppDomain. Setting this to false will load all script assemblies into the + ; current AppDomain, which will reduce the initial per-script memory overhead, + ; but deleted scripts stay inactive using memory. + ; Significantly improving script loading times. + ; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted. + ; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region. + ; This may only be a problem if regions stay alive for a long time with lots of scripts added or edited. + ; At this time some mono versions seem to have problems with the true option, + ; so default is now false until a fix is found, to simply life of less technical skilled users. + ; WARNING this makes OpenSim use four times as much memory! + AppDomainLoading = false + + ; Controls whether previously compiled scripts DLLs are deleted on sim restart. + ; If you set this to false then startup will be considerably faster since scripts won't need to be recompiled. + ; It should be true on first run after updating opensim binary version + ; after first run you can change to false. + ; You can also set it to false and delete the script DLLs by hand + ; This does not delete cached scripts state. + DeleteScriptsOnStartup = false + + ; CompactMemOnLoad + ; forces calls to memory garbage collector before loading each script DLL during region startup. + ; Peak memory usage is reduced and region starts with a more compacted memory allocation. + ; But this costs a lot of time, so region load will take a lot longer. + ; it is more usefull if there are no previously compiled scripts DLLs (or DeleteScriptsOnStartup = true) + ; CompactMemOnLoad = 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). + ; co-op will be more stable as aborting threads can cause instability. + ; abort was the default option in OpenSimulator 0.8 and before. + ; If this setting is changed between co-op and abort, then existing scripts will automatically be recompiled if necessary. + ; However, the setting change will not take affect until the next time you restart the simulator. + ; Setting changes will not affect state information stored for scripts. + ScriptStopStrategy = co-op + + ; Rate to poll for asynchronous command replies (ms) + ; currently unused + ;AsyncLLCommandLoopms = 50 + + ; Save the source of all compiled scripts + WriteScriptSourceToDebugFile = false + + ; Compile debug info (line numbers) into the script assemblies + CompileWithDebugInformation = true + + ; Don't include stack traces in silly threat level errors? + DebuggerSafe = true + + ; 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 = true + + ; Allow the use of os* functions (some are dangerous) + AllowOSFunctions = true + + ; Allow the user of LightShare functions + AllowLightShareFunctions = true + + ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe + OSFunctionThreatLevel = Moderate + + ; 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. + + ; Interval (s) between background save of script states + SaveInterval = 120 + + ; Interval (s) between maintenance runs (0 = disable) + MaintenanceInterval = 10 + + ; Time a script can spend in an event handler before it is interrupted + EventLimit = 60 + + ; If a script overruns it's event limit, kill the script? + 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). + WaitForEventCompletionOnScriptStop = 1000 + + ; Maximum length of notecard line read + ; Increasing this to large values potentially opens + ; 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 = 0.1 + + ; Sensor settings + 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 = true + + ; Disable underground movement of prims (default true); set to + ; false to allow script controlled underground positioning of + ; prims + DisableUndergroundMovement = false + + ;; Path to script assemblies + ScriptEnginesPath = "${Paths|CachePath}/ScriptEngines" + + ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section + + +[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 + enabled = false + + ; name of the concierge + whoami = "jeeves" + + ; password for updating the welcome message templates via XmlRpc + password = SECRET + + ; regex specifying for which regions concierge service is desired; if + ; empty, then for all + ;regions = "^MeetingSpace-" + regions = "" + + ; for each region that matches the regions regexp you can provide + ; (optionally) a welcome template using format substitution: + ; {0} is replaced with the name of the avatar entering the region + ; {1} is replaced with the name of the region + ; {2} is replaced with the name of the concierge (whoami variable above) + + ;welcomes = /path/to/welcome/template/directory + + ; Concierge can send attendee lists to an event broker whenever an + ; avatar enters or leaves a concierged region. the URL is subject + ; to format substitution: + ; {0} is replaced with the region's name + ; {1} is replaced with the region's UUID + ;broker = "http://broker.place.com/{1}" + + +[MRM] + ; Enables the Mini Region Modules Script Engine. + ; default is false + Enabled = false + + ; Runs MRM in a Security Sandbox + ; WARNING: DISABLING IS A SECURITY RISK. + Sandboxed = true + + ; The level sandbox to use, adjust at your OWN RISK. + ; Valid values are: + ; * FullTrust + ; * SkipVerification + ; * Execution + ; * Nothing + ; * LocalIntranet + ; * Internet + ; * Everything + SandboxLevel = "Internet" + + ; Only allow Region Owners to run MRMs + ; May represent a security risk if you disable this. + OwnerOnly = true + + +[Hypergrid] + ; Keep it false for now. Making it true requires the use of a special client in order to access inventory + 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 + ; works with recent LL clients (we have tested 1.22.9.110075, so + ; anything later ought to be fine as well). + ; + ; For this to work you need to obtain an admin account from Vivox + ; that allows you to create voice accounts and region channels. + + enabled = false + + ; vivox voice server + vivox_server = www.foobar.vivox.com + + ; vivox SIP URI + vivox_sip_uri = foobar.vivox.com + + ; vivox admin user name + vivox_admin_user = DeepThroat + + ; vivox admin password + vivox_admin_password = VoiceG4te + + ; channel type: "channel" or "positional" + ; - positional: spatial sound (default) + ; - channel: normal "conference call", no spatial sound + ;vivox_channel_type = positional + + ; channel characteristics (unless you know what you are doing, i'd + ; leave them as they are --- now you WILL muck around with them, + ; huh? sigh) + + ; channel distance model: + ; 0 - no attenuation + ; 1 - inverse distance attenuation + ; 2 - linear attenuation (default) + ; 3 - exponential attenuation + ;vivox_channel_distance_model = 2 + + ; channel mode: + ; - "open" (default) + ; - "lecture" + ; - "presentation" + ; - "auditorium" + ;vivox_channel_mode = "open" + + ; channel roll off: rate of attenuation + ; - a value between 1.0 and 4.0, default is 2.0 + ;vivox_channel_roll_off = 2.0 + + ; channel max range: distance at which channel is silent + ; - a value between 0 and 160, default is 80 + ;vivox_channel_max_range = 80 + + ; channel clamping distance: distance before attenuation applies + ; - a value between 0 and 160, default is 10 + ;vivox_channel_clamping_distance = 10 + + +[Groups] + Enabled = true + ;# {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 + ; 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 + ;; 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 = "${Const|DataProvider}" + + ;# {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 = "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 = ${Const|BaseURL}:${Const|PublicPort} + + ; Enable Group Notices + NoticesEnabled = true + + ; This makes the Group module very chatty on the console. + DebugEnabled = false + + ; This makes the Groups Messaging module very chatty on the console. + DebugMessagingEnabled = false + + ; 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 + + ;# {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" + + ; Experimental option to only message cached online users rather than all users + ; Should make large group with few online members messaging faster, at the expense of more calls to ROBUST presence service + ; (Flotsam groups only; in V2 this is always on) + MessageOnlineUsersOnly = true + + ; 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, + ; only set to false it if you absolute sure regions and groups server support it. + ; XmlRpcDisableKeepAlive = true + + ; Minimum user level required to create groups + LevelGroupCreate = 0 + + +[PacketPool] + ;RecyclePackets = true + ;RecycleDataBlocks = true + + ; If true, then the basic packet objects used to receive data are also recycled, not just the LLUDP packets. + ; This reduces data churn + RecycleBaseUDPPackets = true + + +[InterestManagement] + ; This section controls how state updates are prioritized for each client + ; Valid values are BestAvatarResponsiveness, Time, Distance, + ; SimpleAngularDistance, and FrontBack + UpdatePrioritizationScheme = BestAvatarResponsiveness + ReprioritizationEnabled = true + ReprioritizationInterval = 2000.0 + RootReprioritizationDistance = 10.0 + ChildReprioritizationDistance = 20.0 + + ; TEST OPTION KEEP AS FALSE + ; if true, don't send object updates if outside view range + ObjectsCullingByDistance = false + + ; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in the same region + ; Updates will always be sent to the avatar that the update addresses and if av velocity is effectively zero (to prevent drift due to missing updates). + ; n > 1 will reduce UDP traffic but will lead to laggier movement observed in other avatars. + RootTerseUpdatePeriod = 0 + + ; 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 + + ; Send an update to clients if the euclidian difference from the last sent avatar rotation is greater than this tolerance + RootRotationUpdateTolerance = 0.1 + + ; 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 + ; Also is another source of region statistics provided via the regionstats URL + Enabled = true + ; next option may still use framework performance monitors designed for debug only, so avoid it + ;ServerStatsEnabled = false + + +[WebStats] + ; View region statistics via a web page + ; 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=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 + + +[MediaOnAPrim] + ; Enable media on a prim facilities + Enabled = true + + +[NPC] + ;; Enable Non Player Character (NPC) facilities + Enabled = true + ;; several options to control NPCs creation + + ;; allow NPCs to be created not Owned {true false} default: true + AllowNotOwned = true + + ;; allow NPCs to set to be sensed as Avatars {true false} default: true + AllowSenseAsAvatar = true + + ;; allow NPCs to created cloning any avatar in region {true false} default: true + AllowCloneOtherAvatars = true + + ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true + NoNPCGroup = false + +[Terrain] + ; Values can be "pinhead-island" or "flat" + InitialTerrain = "pinhead-island" + ; If 'true' each avatar is only sent terrain patches within their view distance + ; This also changes the region terrain loading from 'lawn mower' to ordered around + ; 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 + ; parcel layer data around the area of interest is sent. The parcel layer info + ; is sent for 'ParcelLayerViewDistance' around the interest point. + ; If 'ParcelLayerViewDistance' is >= 128, the operation for legacy sized regions + ; 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 = false + ParcelLayerViewDistance = 1024 + + ; set this to false to not display parcel ban lines + ShowParcelBansLines = true + + +;; If you are using a simian grid frontend you can enable +;; this module to upload tile images for the mapping fn +;; +[SimianGridMaptiles] + Enabled = False + MaptileURL = "http://www.mygrid.com/Grid/" + RefreshTime = 3600 + + +;; +;; JsonStore module provides structured store for scripts +;; +[JsonStore] + Enabled = true + + ;; Enable direct access to the SOP dynamic attributes + EnableObjectStore = true + MaxStringSpace = 0 + + +;; +;; These are defaults that are overwritten below in [Architecture]. +;; These defaults allow OpenSim to work out of the box with +;; zero configuration +;; +[AssetService] + DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll" + AssetLoaderArgs = "assets/AssetSets.xml" + + ; Disable this to prevent the default asset set from being inserted into the + ; asset store each time the region starts + AssetLoaderEnabled = true + + +[GridService] + ;; default standalone, overridable in StandaloneCommon.ini + StorageProvider = "OpenSim.Data.Null.dll:NullRegionData" + + +[AutoBackupModule] + ;; default is module is disabled at the top level + AutoBackupModuleEnabled = false + + +[Sounds] + ;; {Module} {} {Implementation of ISoundModule to use.} {OpenSim.Region.CoreModules.dll:SoundModule} + Module = OpenSim.Region.CoreModules.dll:SoundModule + + ;; {MaxDistance} {} {Cut-off distance at which sounds will not be sent to users} {100.0} + MaxDistance = 100.0 + + +[ServiceThrottle] + ;; 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" + + +[Materials] + ;; This enables the use of Materials. + enable_materials = true + MaxMaterialsPerTransaction = 50 + + +[XBakes] + ;; 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. +;; +;[GodNames] +; Enabled = false +; FullNames = "Test User, Foo Bar" +; Surnames = "Kryztlsk" diff --git a/bin/Robust.Tests.ini b/bin/Robust.Tests.ini new file mode 100644 index 0000000..bf72633 --- /dev/null +++ b/bin/Robust.Tests.ini @@ -0,0 +1,468 @@ +; * FOR TESTS ONLY -- DO NOT USE THIS FILE +[Const] + + ; The URL of the Robust server + BaseURL = "http://127.0.0.1" + + ; The public port of the Robust server + PublicPort = "8888" + + ; The private port of the Robust server, same for testing + PrivatePort = "8888" + + +; * The startup section lists all the connectors to start up in this server +; * instance. This may be only one, or it may be the entire server suite. +; * Multiple connectors should be separated by commas. +; * +; * These are the IN connectors the server uses, the in connectors +; * read this config file and load the needed service and database connectors +; * +; * The full syntax of a connector string is: +; * [[@]/][:] +; * +[Startup] + ; Place to create a PID file + ; If no path if specified then a PID file is not created. + ; PIDFile = "/tmp/Robust.exe.pid" + + ; Plugin Registry Location + ; Set path to directory for plugin registry. Information + ; about the registered repositories and installed plugins + ; will be stored here + ; The Robust.exe process must have R/W access to the location + RegistryLocation = "." + + ; Modular configurations + ; Set path to directory for modular ini files... + ; The Robust.exe process must have R/W access to the location + ConfigDirectory = "." + + console = "rest" + + ; Console commands can be saved to a file, so the command history persists after a restart. (default is true) + ConsoleHistoryFileEnabled = false + + ; The history file can be just a filename (relative to OpenSim's bin/ directory + ; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/) + ConsoleHistoryFile = "RobustConsoleHistory.txt" + + ; How many lines of command history should we keep? (default is 100) + ConsoleHistoryFileLines = 100 + +[ServiceList] + GridServiceConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:GridServiceConnector" + PresenceServiceConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:PresenceServiceConnector" + InstantMessageServerConnector = "${Const|PublicPort}/OpenSim.Server.Handlers.dll:InstantMessageServerConnector" + UserAccountServiceConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:UserAccountServiceConnector" + InventoryInConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:XInventoryInConnector" + + ;; Uncomment as more tests are added + ;AssetServiceConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:AssetServiceConnector" + ;GridInfoServerInConnector = "${Const|PublicPort}/OpenSim.Server.Handlers.dll:GridInfoServerInConnector" + ;AuthenticationServiceConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:AuthenticationServiceConnector" + ;OpenIdServerConnector = "${Const|PublicPort}/OpenSim.Server.Handlers.dll:OpenIdServerConnector" + ;AvatarServiceConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:AvatarServiceConnector" + ;LLLoginServiceInConnector = "${Const|PublicPort}/OpenSim.Server.Handlers.dll:LLLoginServiceInConnector" + ;GridUserServiceConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:GridUserServiceConnector" + ;FriendsServiceConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:FriendsServiceConnector" + ;MapAddServiceConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:MapAddServiceConnector" + ;MapGetServiceConnector = "${Const|PublicPort}/OpenSim.Server.Handlers.dll:MapGetServiceConnector" + ;OfflineIMServiceConnector = "${Const|PrivatePort}/OpenSim.Addons.OfflineIM.dll:OfflineIMServiceRobustConnector" + ;GroupsServiceConnector = "${Const|PrivatePort}/OpenSim.Addons.Groups.dll:GroupsServiceRobustConnector" + ;BakedTextureService = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:XBakesConnector" + ;UserProfilesServiceConnector = "${Const|PublicPort}/OpenSim.Server.Handlers.dll:UserProfilesConnector" + ;EstateDataService = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:EstateDataRobustConnector" + +; * This is common for all services, it's the network setup for the entire +; * server instance, if none is specified above +; * +[Network] + port = ${Const|PrivatePort} + + ;; The follow 3 variables are for HTTP Basic Authentication for the Robust services. + ;; Use this if your central services in port ${Const|PrivatePort} need to be accessible on the Internet + ;; but you want to protect them from unauthorized access. + ; AuthType = "BasicHttpAuthentication" + ; HttpAuthUsername = "some_username" + ; HttpAuthPassword = "some_password" + ;; + ;; AuthType above can be overriden in any of the service sections below by + ; AuthType = "None" + ;; This is useful in cases where you want to protect most of the services, + ;; but unprotect individual services. Username and Password can also be + ;; overriden if you want to use different credentials for the different services. + + ;; By default, scripts are not allowed to call private services via llHttpRequest() + ;; Such calls are detected by the X-SecondLife-Shared HTTP header + ;; If you allow such calls you must be sure that they are restricted to very trusted scripters + ;; (remember scripts can also be in visiting avatar attachments). + ;; This can be overriden in individual private service sections if necessary + AllowllHTTPRequestIn = false + + ; * The following are for the remote console + ; * They have no effect for the local or basic console types + ; * Leave commented to diable logins to the console + ;ConsoleUser = Test + ;ConsolePass = secret + ;ConsolePort = 0 + + +[DatabaseService] + ; PGSQL + ; Uncomment these lines if you want to use PGSQL storage + ; Change the connection string to your db details + ;StorageProvider = "OpenSim.Data.PGSQL.dll" + ;ConnectionString = "Server=localhost;Database=opensim;User Id=opensim; password=***;" + + ; Null + ; Uncomment these lines if you want to use MySQL storage + ; Change the connection string to your db details + StorageProvider = "OpenSim.Data.Null.dll" + ConnectionString = "" + + +; * As an example, the below configuration precisely mimicks the legacy +; * asset server. It is read by the asset IN connector (defined above) +; * and it then loads the OUT connector (a local database module). That, +; * in turn, reads the asset loader and database connection information +; * +[AssetService] + LocalServiceModule = "OpenSim.Services.AssetService.dll:AssetService" + DefaultAssetLoader = "" + + ; Allow maptile assets to remotely deleted by remote calls to the asset service. + ; There is no harm in having this as false - it just means that historical maptile assets are not deleted. + ; This only applies to maptiles served via the version 1 viewer mechanisms + ; Default is false + AllowRemoteDelete = false + + ; Allow all assets to be remotely deleted. + ; Only set this to true if you are operating a grid where you control all calls to the asset service + ; (where a necessary condition is that you control all simulators) and you need this for admin purposes. + ; If set to true, AllowRemoteDelete = true is required as well. + ; Default is false. + AllowRemoteDeleteAllTypes = false + + +; * This configuration loads the inventory server modules. It duplicates +; * the function of the legacy inventory server +; * +[InventoryService] + LocalServiceModule = "OpenSim.Services.InventoryService.dll:XInventoryService" + + StorageProvider = "OpenSim.Tests.Common.dll:TestXInventoryDataPlugin" + ConnectionString = "" + + ; Will calls to purge folders (empty trash) and immediately delete/update items or folders (not move to trash first) succeed? + ; If this is set to false then some other arrangement must be made to perform these operations if necessary. + AllowDelete = true + + +; * This is the new style grid service. +; * "Realm" is the table that is used for user lookup. +; * It defaults to "regions", which uses the legacy tables +; * +[GridService] + LocalServiceModule = "OpenSim.Services.GridService.dll:GridService" + ; Realm = "regions" + ; AllowDuplicateNames = "True" + + ;; Next, we can specify properties of regions, including default and fallback regions + ;; The syntax is: Region_ = "" + ;; or: Region_ = "" + ;; where can be DefaultRegion, DefaultHGRegion, FallbackRegion, NoDirectLogin, Persistent, LockedOut, Reservation, NoMove, Authenticate + ;; + ;; DefaultRegion If a local login cannot be placed in the required region (e.g. home region does not exist, avatar is not allowed entry, etc.) + ;; then this region becomes the destination. Only the first online default region will be used. If no DefaultHGRegion + ;; is specified then this will also be used as the region for hypergrid connections that require it (commonly because they have not specified + ;; an explicit region. + ;; + ;; DefaultHGRegion If an avatar connecting via the hypergrid does not specify a region, then they are placed here. Only the first online + ;; region will be used. + ;; + ;; FallbackRegion If the DefaultRegion is not available for a local login, then any FallbackRegions are tried instead. These are tried in the + ;; order specified. This only applies to local logins at this time, not Hypergrid connections. + ;; + ;; NoDirectLogin A hypergrid user cannot directly connect to this region. This does not apply to local logins. + ;; + ;; Persistent When the simulator is shutdown, the region is signalled as offline but left registered on the grid. + ;; + ;; Example specification: + ; Region_Welcome_Area = "DefaultRegion, FallbackRegion" + ; (replace spaces with underscore) + + ;; Allow supporting viewers to export content + ;; Set to false to prevent export + ExportSupported = true + + + + +; * This is the new style authentication service. Currently, only MySQL +; * is implemented. +; * +[AuthenticationService] + ; for the server connector + LocalServiceModule = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService" + + ;; Allow the service to process HTTP getauthinfo calls. + ;; Default is false. + ; AllowGetAuthInfo = false + + ;; Allow the service to process HTTP setauthinfo calls. + ;; Default is false. + ; AllowSetAuthInfo = false + + ;; Allow the service to process HTTP setpassword calls. + ;; Default is false. + ; AllowSetPassword = false + + +; * This is the new style authentication service. Currently, only MySQL +; * is implemented. "Realm" is the table that is used for user lookup. +; * It defaults to "useraccounts", which uses the new style. +; * Realm = "users" will use the legacy tables as an authentication source +; * +[UserAccountService] + StorageProvider = "OpenSim.Data.Null.dll" + ConnectionString = "" + + ; for the server connector + LocalServiceModule = "OpenSim.Services.UserAccountService.dll:UserAccountService" + ; Realm = "useraccounts" + + ; These are for creating new accounts by the service + ;AuthenticationService = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService" + PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService" + GridService = "OpenSim.Services.GridService.dll:GridService" + InventoryService = "OpenSim.Services.InventoryService.dll:XInventoryService" + ;AvatarService = "OpenSim.Services.AvatarService.dll:AvatarService" + ;GridUserService = "OpenSim.Services.UserAccountService.dll:GridUserService" + + ;; This switch creates the minimum set of body parts and avatar entries for a viewer 2 + ;; to show a default "Ruth" avatar rather than a cloud for a newly created user. + ;; Default is false + CreateDefaultAvatarEntries = true + + ;; Allow the service to process HTTP createuser calls. + ;; Default is false. + AllowCreateUser = true + + ;; Allow the service to process HTTP setaccount calls. + ;; Default is false. + AllowSetAccount = true + + +[GridUserService] + ; for the server connector + LocalServiceModule = "OpenSim.Services.UserAccountService.dll:GridUserService" + + +[PresenceService] + ; for the server connector + LocalServiceModule = "OpenSim.Services.PresenceService.dll:PresenceService" + ; Set this to true to allow the use of advanced web services and multiple + ; bots using one account + AllowDuplicatePresences = false; + + +[AvatarService] + ; for the server connector + LocalServiceModule = "OpenSim.Services.AvatarService.dll:AvatarService" + + +[FriendsService] + ; for the server connector + LocalServiceModule = "OpenSim.Services.FriendsService.dll:FriendsService" + +[EstateService] + LocalServiceModule = "OpenSim.Services.EstateService.dll:EstateDataService" + +[LibraryService] + LibraryName = "OpenSim Library" + DefaultLibrary = "./inventory/Libraries.xml" + + +[LoginService] + ; for the server connector + LocalServiceModule = "OpenSim.Services.LLLoginService.dll:LLLoginService" + ; for the service + UserAccountService = "OpenSim.Services.UserAccountService.dll:UserAccountService" + GridUserService = "OpenSim.Services.UserAccountService.dll:GridUserService" + AuthenticationService = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService" + InventoryService = "OpenSim.Services.InventoryService.dll:XInventoryService" + AvatarService = "OpenSim.Services.AvatarService.dll:AvatarService" + PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService" + GridService = "OpenSim.Services.GridService.dll:GridService" + SimulationService ="OpenSim.Services.Connectors.dll:SimulationServiceConnector" + LibraryService = "OpenSim.Services.InventoryService.dll:LibraryService" + FriendsService = "OpenSim.Services.FriendsService.dll:FriendsService" + + ; The minimum user level required for a user to be able to login. 0 by default + ; If you disable a particular user's account then you can set their login level below this number. + ; You can also change this level from the console though these changes will not be persisted. + ; MinLoginLevel = 0 + + ; Ask co-operative viewers to use a different currency name + ;Currency = "" + + ;; Set minimum fee to publish classified + ; ClassifiedFee = 0 + + WelcomeMessage = "Welcome, Avatar!" + AllowRemoteSetLoginLevel = "false" + + ; For V2 map + MapTileURL = "${Const|BaseURL}:${Const|PublicPort}/"; + + ; Url to search service + ; SearchURL = "${Const|BaseURL}:${Const|PublicPort}/"; + + ; For V3 destination guide + ; DestinationGuide = "${Const|BaseURL}/guide" + + ; For V3 avatar picker (( work in progress )) + ; AvatarPicker = "${Const|BaseURL}/avatars" + + ; If you run this login server behind a proxy, set this to true + ; HasProxy = false + + ;; Regular expressions for controlling which client versions are accepted/denied. + ;; An empty string means nothing is checked. + ;; + ;; Example 1: allow only these 3 types of clients (any version of them) + ;; AllowedClients = "Imprudence|Hippo|Second Life" + ;; + ;; Example 2: allow all clients except these + ;; DeniedClients = "Twisted|Crawler|Cryolife|FuckLife|StreetLife|GreenLife|AntiLife|KORE-Phaze|Synlyfe|Purple Second Life|SecondLi |Emerald" + ;; + ;; Note that these are regular expressions, so every character counts. + ;; Also note that this is very weak security and should not be trusted as a reliable means + ;; for keeping bad clients out; modified clients can fake their identifiers. + ;; + ;; + ;AllowedClients = "" + ;DeniedClients = "" + + ;# {DSTZone} {} {Override Daylight Saving Time rules} {* none local} "America/Los_Angeles;Pacific Standard Time" + ;; Viewers do not listen to timezone sent by the server. They use Pacific Standard Time instead, + ;; but rely on the server to calculate Daylight Saving Time. Sending another DST than US Pacific + ;; would result in time inconsistencies between grids (during summer and around DST transition period) + ;; default let OpenSim calculate US Pacific DST + ;; "none" disable DST (equivallent to "local" with system set to GMT) + ;; "local" force legacy behaviour (using local system time to calculate DST) + ; DSTZone = "America/Los_Angeles;Pacific Standard Time" + + ;# {DSTZone} {} {Override Daylight Saving Time rules} {* none local} "America/Los_Angeles;Pacific Standard Time" + ;; Viewers do not receive timezone information from the server - almost all (?) default to Pacific Standard Time + ;; However, they do rely on the server to tell them whether it's Daylight Saving Time or not. + ;; Hence, calculating DST based on a different timezone can result in a misleading viewer display and inconsistencies between grids. + ;; By default, this setting uses various timezone names to calculate DST with regards to the viewer's standard PST. + ;; Options are + ;; "none" no DST + ;; "local" use the server's only timezone to calculate DST. This is previous OpenSimulator behaviour. + ;; "America/Los_Angeles;Pacific Standard Time" use these timezone names to look up Daylight savings. + ;; 'America/Los_Angeles' is used on Linux/Mac systems whilst 'Pacific Standard Time' is used on Windows + DSTZone = "America/Los_Angeles;Pacific Standard Time" + + ;Basic Login Service Dos Protection Tweaks + ;; + ;; Some Grids/Users use a transparent proxy that makes use of the X-Forwarded-For HTTP Header, If you do, set this to true + ;; If you set this to true and you don't have a transparent proxy, it may allow attackers to put random things in the X-Forwarded-For header to + ;; get around this basic DOS protection. + ;DOSAllowXForwardedForHeader = false + ;; + ;; The protector adds up requests during this rolling period of time, default 10 seconds + ;DOSRequestTimeFrameMS = 10000 + ;; + ;; The amount of requests in the above timeframe from the same endpoint that triggers protection + ;DOSMaxRequestsInTimeFrame = 5 + ;; + ;; The amount of time that a specific endpoint is blocked. Default 2 minutes. + ;DOSForgiveClientAfterMS = 120000 + ;; + ;; To turn off basic dos protection, set the DOSMaxRequestsInTimeFrame to 0. + + +[MapImageService] + LocalServiceModule = "OpenSim.Services.MapImageService.dll:MapImageService" + + ; Set this if you want to change the default + ; TilesStoragePath = "maptiles" + ; + ; If for some reason you have the AddMapTile service outside the firewall (e.g. ${Const|PublicPort}), + ; you may want to set this. Otherwise, don't set it, because it's already protected. + ; GridService = "OpenSim.Services.GridService.dll:GridService" + ; + ; Additionally, if you run this server behind a proxy, set this to true + ; HasProxy = false + + +[Messaging] + ; OfflineIM + OfflineIMService = "" + + +[GridInfoService] + ; These settings are used to return information on a get_grid_info call. + ; Client launcher scripts and third-party clients make use of this to + ; autoconfigure the client and to provide a nice user experience. If you + ; want to facilitate that, you should configure the settings here according + ; to your grid or standalone setup. + ; + ; See http://opensimulator.org/wiki/GridInfo + + ; login uri: for grid this is the login server URI + login = ${Const|BaseURL}:${Const|PublicPort}/ + + ; long grid name: the long name of your grid + gridname = "the lost continent of hippo" + + ; short grid name: the short name of your grid + gridnick = "hippogrid" + + ; login page: optional: if it exists it will be used to tell the client to use + ; this as splash page + ;welcome = ${Const|BaseURL}/welcome + + ; helper uri: optional: if it exists if will be used to tell the client to use + ; this for all economy related things + ;economy = ${Const|BaseURL}:${Const|PublicPort}/ + + ; web page of grid: optional: page providing further information about your grid + ;about = ${Const|BaseURL}/about/ + + ; account creation: optional: page providing further information about obtaining + ; a user account on your grid + ;register = ${Const|BaseURL}/register + + ; help: optional: page providing further assistance for users of your grid + ;help = ${Const|BaseURL}/help + + ; password help: optional: page providing password assistance for users of your grid + ;password = ${Const|BaseURL}/password + + +[UserProfilesService] + LocalServiceModule = "OpenSim.Services.UserProfilesService.dll:UserProfilesService" + Enabled = false + ;; Configure this for separate profiles database + ;; ConnectionString = "Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;Old Guids=true;" + ;; Realm = UserProfiles + UserAccountService = OpenSim.Services.UserAccountService.dll:UserAccountService + AuthenticationServiceModule = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService" + + +[BakedTextureService] + LocalServiceModule = "OpenSim.Server.Handlers.dll:XBakes" + ;; This directory must be writable by the user ROBUST runs as. It will be created automatically. + BaseDirectory = "./bakes" + +[HGInstantMessageService] + LocalServiceModule = "OpenSim.Services.HypergridService.dll:HGInstantMessageService" + GridService = "OpenSim.Services.GridService.dll:GridService" + PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService" + UserAgentService = "" + ; This should always be true in the Robust config + InGatekeeper = True diff --git a/bin/Robust.ini b/bin/Robust.ini new file mode 100644 index 0000000..6e49fb6 --- /dev/null +++ b/bin/Robust.ini @@ -0,0 +1,841 @@ +; * Run +; * $ Robust.exe -inifile Robust.HG.ini +; * + +; * Configurations for enabling HG1.5 +; * +; * HG1.5 handlers are: OpenSim.Server.Handlers.dll:GatekeeperService +; * OpenSim.Server.Handlers.dll:UserAgentService +; * Additional OpenSim.Server.Handlers.dll:AssetServiceConnector and +; * OpenSim.Server.Handlers.dll:XInventoryInConnector +; * are started in port 8002, outside the firewall +; * +; ** +; * +; * The Const section allows us to define some basic information that we +; * will use throughout our configuration. We will provide examples for +; * setting the base url of the Robust server and the public and private ports +; * it uses. Changing the values of the constants will set the operating +; * parameters thoughout the configuration. Other constants that may prove +; * to be useful may be added to the followin section. They may be +; * referenced anywhere in the configuration by using ${Const|Name}. One +; * such use is providing a base path for setting locations that Robust +; * uses to write data. +; * + +[Paths] + AssetsPath = "../../AssetFiles" + BackupPath = "../../backups" + CachePath = "../../caches" + ConfigPath = "../../config" + DbPath = "../../db" + LogPath = "../../logs" + +[Const] + MOTD = "Welcome to this virtual world." + + GridName = "My virtual world" + ShortGridName = "mvw" + ; For a grid these will usually be the externally accessible IP/DNS + ; name and use default public port 8002 and default private port 8003 + ; For a standalone this will usually be the externally accessible IP/DNS + ; name and use default public port 9000. The private port is not used + ; in the configuration for a standalone. + + ;# {BaseURL} {} {BaseURL} {"http://example.com" "http://127.0.0.1"} "http://127.0.0.1" + HostName = "localhost" + BaseURL = http://127.0.0.1 + GridURL = http://127.0.0.1 + + ;# {PublicPort} {} {PublicPort} {8002 9000} "8002" + PublicPort = "8002" + + ; The private port of the Robust server + PrivatePort = "8003" + + + DataProvider = "OpenSim.Data.MySQL.dll" + ConnectionString = "Data Source=MYSQL_HOST;Database=MYSQL_DB;User ID=MYSQL_USER;Password=MYSQL_PASSWORD;Old Guids=true;" + +; * The startup section lists all the connectors to start up in this server +; * instance. This may be only one, or it may be the entire server suite. +; * Multiple connectors should be separated by commas. +; * +; * These are the IN connectors the server uses, the in connectors +; * read this config file and load the needed service and database connectors +; * +; * The full syntax of a connector string is: +; * [[@]/][:] +; * +[Startup] + ; Place to create a PID file + ; If no path if specified then a PID file is not created. + PIDFile = ""${Paths|CachePath}"/ROBUST.pid" + + ; Plugin Registry Location + ; Set path to directory for plugin registry. Information + ; about the registered repositories and installed plugins + ; will be stored here + ; The Robust.exe process must have R/W access to the location + RegistryLocation = "${Paths|CachePath}" + + ; Modular configurations + ; Set path to directory for modular ini files... + ; The Robust.exe process must have R/W access to the location, and it must NOT be shared by the OpenSim.exe process, coz that confuses things. + ConfigDirectory = "${Paths|ConfigPath}/ROBUST" + + ; Console commands can be saved to a file, so the command history persists after a restart. (default is true) + ConsoleHistoryFileEnabled = true + + ; The history file can be just a filename (relative to OpenSim's bin/ directory + ; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/) + ConsoleHistoryFile = "${Paths|LogPath}/RobustConsoleHistory.txt" + + ; How many lines of command history should we keep? (default is 100) + ConsoleHistoryFileLines = 100 + + +[ServiceList] + AssetServiceConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:AssetServiceConnector" + InventoryInConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:XInventoryInConnector" + ;; Uncomment if you have set up Freeswitch (see [FreeswitchService] below) + ;VoiceConnector = "8004/OpenSim.Server.Handlers.dll:FreeswitchServerConnector" + GridServiceConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:GridServiceConnector" + GridInfoServerInConnector = "${Const|PublicPort}/OpenSim.Server.Handlers.dll:GridInfoServerInConnector" + AuthenticationServiceConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:AuthenticationServiceConnector" +; OpenIdServerConnector = "${Const|PublicPort}/OpenSim.Server.Handlers.dll:OpenIdServerConnector" + AvatarServiceConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:AvatarServiceConnector" + LLLoginServiceInConnector = "${Const|PublicPort}/OpenSim.Server.Handlers.dll:LLLoginServiceInConnector" + PresenceServiceConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:PresenceServiceConnector" + UserAccountServiceConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:UserAccountServiceConnector" + GridUserServiceConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:GridUserServiceConnector" + AgentPreferencesServiceConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:AgentPreferencesServiceConnector" + FriendsServiceConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:FriendsServiceConnector" + MapAddServiceConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:MapAddServiceConnector" + MapGetServiceConnector = "${Const|PublicPort}/OpenSim.Server.Handlers.dll:MapGetServiceConnector" + ;; Uncomment this if you want offline IM to work + OfflineIMServiceConnector = "${Const|PrivatePort}/OpenSim.Addons.OfflineIM.dll:OfflineIMServiceRobustConnector" + ;; Uncomment this if you want Groups V2 to work + GroupsServiceConnector = "${Const|PrivatePort}/OpenSim.Addons.Groups.dll:GroupsServiceRobustConnector" + ;; Uncomment to provide bakes caching + BakedTextureService = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:XBakesConnector" + + ;; Uncomment for UserProfiles see [UserProfilesService] to configure... + UserProfilesServiceConnector = "${Const|PublicPort}/OpenSim.Server.Handlers.dll:UserProfilesConnector" + + ;; Uncomment if you want to have centralized estate data + ; EstateDataService = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:EstateDataRobustConnector" + + MuteListConnector = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:MuteListServiceConnector" + + ;; Additions for Hypergrid + + GatekeeperServiceInConnector = "${Const|PublicPort}/OpenSim.Server.Handlers.dll:GatekeeperServiceInConnector" + UserAgentServerConnector = "${Const|PublicPort}/OpenSim.Server.Handlers.dll:UserAgentServerConnector" + HeloServiceInConnector = "${Const|PublicPort}/OpenSim.Server.Handlers.dll:HeloServiceInConnector" + HGFriendsServerConnector = "${Const|PublicPort}/OpenSim.Server.Handlers.dll:HGFriendsServerConnector" + InstantMessageServerConnector = "${Const|PublicPort}/OpenSim.Server.Handlers.dll:InstantMessageServerConnector" + HGInventoryServiceConnector = "HGInventoryService@${Const|PublicPort}/OpenSim.Server.Handlers.dll:XInventoryInConnector" + HGAssetServiceConnector = "HGAssetService@${Const|PublicPort}/OpenSim.Server.Handlers.dll:AssetServiceConnector" + ;; Uncomment this if you want Groups V2, HG to work + HGGroupsServiceConnector = "${Const|PublicPort}/OpenSim.Addons.Groups.dll:HGGroupsServiceRobustConnector" + +; * This is common for all services, it's the network setup for the entire +; * server instance, if none is specified above +; * +[Network] + port = ${Const|PrivatePort} + + ; HTTPS for "Out of band" management applications such as the remote admin + ; module. May specify https_main = True to make the main http server + ; use https or "False" to make the main server HTTP + ; https_main = False + ; + ; Create https_listener = "True" will create a listener on the port + ; specified. Provide the path to your server certificate along with it's + ; password + ; https_listener = False + ; + ; Set our listener to this port + ; https_port = 0 + ; + ; Path to X509 certificate + ; cert_path = "path/to/cert.p12" + ; + ; Password for cert + ; cert_pass = "password" + + ;; The follow 3 variables are for HTTP Basic Authentication for the Robust services. + ;; Use this if your central services in port ${Const|PrivatePort} need to be accessible on the Internet + ;; but you want to protect them from unauthorized access. + ; AuthType = "BasicHttpAuthentication" + ; HttpAuthUsername = "some_username" + ; HttpAuthPassword = "some_password" + ;; + ;; AuthType above can be overriden in any of the service sections below by + ; AuthType = "None" + ;; This is useful in cases where you want to protect most of the services, + ;; but unprotect individual services. Username and Password can also be + ;; overriden if you want to use different credentials for the different services. + ;; Hypergrid services are not affected by this; they are publicly available + ;; by design. + + ;; By default, scripts are not allowed to call private services via llHttpRequest() + ;; Such calls are detected by the X-SecondLife-Shared HTTP header + ;; If you allow such calls you must be sure that they are restricted to very trusted scripters + ;; (remember scripts can also be in visiting avatar attachments). + ;; This can be overriden in individual private service sections if necessary + AllowllHTTPRequestIn = false + + ; * The following are for the remote console + ; * They have no effect for the local or basic console types + ; * Leave commented to diable logins to the console + ;ConsoleUser = Test + ;ConsolePass = secret + ;ConsolePort = 0 + + +[Hypergrid] + ;# {HomeURI} {Hypergrid} {The Home URL of this world} {} + ;; This is the address of the external robust server that + ;; runs the UserAgentsService, possibly this server. + ;; For example http://myworld.com:8002 + ;; This is a default that can be overwritten in some sections. + HomeURI = "${Const|BaseURL}:${Const|PublicPort}" + + ;# {GatekeeperURI} {Hypergrid} {The URL of the gatekeeper of this world} {} + ;; This is the address of the external robust server + ;; that runs the Gatekeeper service, possibly this server. + ;; For example http://myworld.com:8002 + ;; This is a default that can be overwritten in some sections. + GatekeeperURI = "${Const|BaseURL}:${Const|PublicPort}" + +[AccessControl] + ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {} + ;; Bar (|) separated list of viewers which may gain access to the regions. + ;; One can use a substring of the viewer name to enable only certain + ;; versions + ;; Example: Agent uses the viewer "Imprudence 1.3.2.0" + ;; - "Imprudence" has access + ;; - "Imprudence 1.3" has access + ;; - "Imprudence 1.3.1" has no access + ; AllowedClients = "" + + ;# {DeniedClients} {} {Bar (|) separated list of denied clients} {} + ;; Bar (|) separated list of viewers which may not gain access to the regions. + ;; One can use a Substring of the viewer name to disable only certain + ;; versions + ;; Example: Agent uses the viewer "Imprudence 1.3.2.0" + ;; - "Imprudence" has no access + ;; - "Imprudence 1.3" has no access + ;; - "Imprudence 1.3.1" has access + ; DeniedClients = "" + +[DatabaseService] + ; PGSQL + ; Uncomment these lines if you want to use PGSQL storage + ; Change the connection string to your db details + ;StorageProvider = "OpenSim.Data.PGSQL.dll" + ;ConnectionString = "Server=localhost;Database=opensim;User Id=opensim; password=***;" + + ; MySQL + ; Uncomment these lines if you want to use MySQL storage + ; Change the connection string to your db details + StorageProvider = "${Const|DataProvider}" + ConnectionString = "${Const|ConnectionString}" + + +; * As an example, the below configuration precisely mimicks the legacy +; * asset server. It is read by the asset IN connector (defined above) +; * and it then loads the OUT connector (a local database module). That, +; * in turn, reads the asset loader and database connection information +; * +[AssetService] + + ;; Choose an asset service (Only one option should be enabled) + ;LocalServiceModule = "OpenSim.Services.AssetService.dll:AssetService" + LocalServiceModule = "OpenSim.Services.FSAssetService.dll:FSAssetConnector" + + ;; FSAsset Directories. Base directory, where final asset files are stored and Spool directory for temp files + ;; These directories must be on the same physical filesystem + BaseDirectory = "${Paths|AssetsPath}/data" + SpoolDirectory = "${Paths|AssetsPath}/tmp" + + ;; Original service can be checked if FSAssets can not find an asset + FallbackService = "OpenSim.Services.AssetService.dll:AssetService"; + + ;; How many days since last updating the access time before its updated again by FSAssets when accessing an asset + ;; Reduces DB calls if asset is requested often. Default value 0 will always update access time + ;DaysBetweenAccessTimeUpdates = 1 + + ;; Should FSAssets print read/write stats to the robust console, default is true + ShowConsoleStats = false + + ;; FSAssets Custom Database Config (Leave blank to use grids default database configuration) + ;StorageProvider = "" + ;ConnectionString = "" + ;Realm = "fsassets" + + ;; The following are common to both the default asset service and FSAsset service + + ;; Common asset service options + DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll" + AssetLoaderArgs = "./assets/AssetSets.xml" + + ; Allow maptile assets to remotely deleted by remote calls to the asset service. + ; There is no harm in having this as false - it just means that historical maptile assets are not deleted. + ; This only applies to maptiles served via the version 1 viewer mechanisms + ; Default is false + AllowRemoteDelete = false + + ; Allow all assets to be remotely deleted. + ; Only set this to true if you are operating a grid where you control all calls to the asset service + ; (where a necessary condition is that you control all simulators) and you need this for admin purposes. + ; If set to true, AllowRemoteDelete = true is required as well. + ; Default is false. + AllowRemoteDeleteAllTypes = false + +; * This configuration loads the inventory server modules. It duplicates +; * the function of the legacy inventory server +; * +[InventoryService] + LocalServiceModule = "OpenSim.Services.InventoryService.dll:XInventoryService" + + ; Will calls to purge folders (empty trash) and immediately delete/update items or folders (not move to trash first) succeed? + ; If this is set to false then some other arrangement must be made to perform these operations if necessary. + AllowDelete = true + + +; * This is the new style grid service. +; * "Realm" is the table that is used for user lookup. +; * It defaults to "regions", which uses the legacy tables +; * +[GridService] + LocalServiceModule = "OpenSim.Services.GridService.dll:GridService" + + ; Realm = "regions" + ; AllowDuplicateNames = "" + + ;; Perform distance check for the creation of a linked region + ; Check4096 = "True" + + ;; Needed to display non-default map tile images for linked regions + AssetService = "OpenSim.Services.AssetService.dll:AssetService" + + ;; Directory for map tile images of linked regions + MapTileDirectory = "${Paths|CachePath}/maptiles" + + ;; Next, we can specify properties of regions, including default and fallback regions + ;; The syntax is: Region_ = "" + ;; or: Region_ = "" + ;; where can be DefaultRegion, DefaultHGRegion, FallbackRegion, NoDirectLogin, Persistent, LockedOut, Reservation, NoMove, Authenticate + ;; + ;; DefaultRegion If a local login cannot be placed in the required region (e.g. home region does not exist, avatar is not allowed entry, etc.) + ;; then this region becomes the destination. Only the first online default region will be used. If no DefaultHGRegion + ;; is specified then this will also be used as the region for hypergrid connections that require it (commonly because they have not specified + ;; an explicit region. + ;; + ;; DefaultHGRegion If an avatar connecting via the hypergrid does not specify a region, then they are placed here. Only the first online + ;; region will be used. + ;; + ;; FallbackRegion If the DefaultRegion is not available for a local login, then any FallbackRegions are tried instead. These are tried in the + ;; order specified. This only applies to local logins at this time, not Hypergrid connections. + ;; + ;; NoDirectLogin A hypergrid user cannot directly connect to this region. This does not apply to local logins. + ;; + ;; Persistent When the simulator is shutdown, the region is signalled as offline but left registered on the grid. + ;; + ;; Example specification: + ; Region_Welcome_Area = "DefaultRegion, FallbackRegion" + ; (replace spaces with underscore) + Region_Welcome = "DefaultRegion, FallbackRegion, Persistent" + Region_Sandbox = "DefaultRegion, FallbackRegion, Persistent" + Region_Kellietown = "DefaultRegion, FallbackRegion, Persistent" + + ;; Allow Hyperlinks to be created at the console + HypergridLinker = true + + ;; Allow supporting viewers to export content + ;; Set to false to prevent export + ExportSupported = true + + ;; If you have this set under [Hypergrid], no need to set it here, leave it commented + ; GatekeeperURI = "${Const|BaseURL}:${Const|PublicPort}" + + +; * This is the configuration for the freeswitch server in grid mode +[FreeswitchService] +; LocalServiceModule = "OpenSim.Services.FreeswitchService.dll:FreeswitchService" + + ;; The IP address of your FreeSWITCH server. + ;; This address must be reachable by viewers. + ; ServerAddress = 127.0.0.1 + + ;; The following configuration parameters are optional + + ;; By default, this is the same as the ServerAddress + ; Realm = 127.0.0.1 + + ;; By default, this is the same as the ServerAddress on port 5060 + ; SIPProxy = 127.0.0.1:5060 + + ;; Default is 5000ms + ; DefaultTimeout = 5000 + + ;; The dial plan context. Default is "default" + ; Context = default + + ;; Currently unused + ; UserName = freeswitch + + ;; Currently unused + ; Password = password + + ;; The following parameters are for STUN = Simple Traversal of UDP through NATs + ;; See http://wiki.freeswitch.org/wiki/NAT_Traversal + ;; stun.freeswitch.org is not guaranteed to be running so use it in + ;; production at your own risk + ; EchoServer = 127.0.0.1 + ; EchoPort = 50505 + ; AttemptSTUN = false + + +; * This is the new style authentication service. Currently, only MySQL +; * is implemented. +; * +[AuthenticationService] + ; for the server connector + LocalServiceModule = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService" + ; Realm = "auth" + + ;; Allow the service to process HTTP getauthinfo calls. + ;; Default is false. + ; AllowGetAuthInfo = false + + ;; Allow the service to process HTTP setauthinfo calls. + ;; Default is false. + ; AllowSetAuthInfo = false + + ;; Allow the service to process HTTP setpassword calls. + ;; Default is false. + ; AllowSetPassword = false + + +[OpenIdService] + ; for the server connector +; AuthenticationServiceModule = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService" +; UserAccountServiceModule = "OpenSim.Services.UserAccountService.dll:UserAccountService" + + +; * This is the new style user service. +; * "Realm" is the table that is used for user lookup. +; * It defaults to "UserAccounts", which uses the new style. +; * Realm = "users" will use the legacy tables as an authentication source +; * +[UserAccountService] + ; for the server connector + LocalServiceModule = "OpenSim.Services.UserAccountService.dll:UserAccountService" + ; Realm = "UserAccounts" + + ; These are for creating new accounts by the service + AuthenticationService = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService" + PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService" + GridService = "OpenSim.Services.GridService.dll:GridService" + InventoryService = "OpenSim.Services.InventoryService.dll:XInventoryService" + AvatarService = "OpenSim.Services.AvatarService.dll:AvatarService" + GridUserService = "OpenSim.Services.UserAccountService.dll:GridUserService" + + ;; This switch creates the minimum set of body parts and avatar entries for a viewer 2 + ;; to show a default "Ruth" avatar rather than a cloud for a newly created user. + ;; Default is false + CreateDefaultAvatarEntries = true + + ;; Allow the service to process HTTP createuser calls. + ;; Default is false. + ; AllowCreateUser = false + + ;; Allow the service to process HTTP setaccount calls. + ;; Default is false. + ; AllowSetAccount = false + + +[GridUserService] + ; for the server connector + LocalServiceModule = "OpenSim.Services.UserAccountService.dll:GridUserService" + + +[AgentPreferencesService] + ; for the server connector + LocalServiceModule = "OpenSim.Services.UserAccountService.dll:AgentPreferencesService" + + +[PresenceService] + ; for the server connector + LocalServiceModule = "OpenSim.Services.PresenceService.dll:PresenceService" + +[AvatarService] + ; for the server connector + LocalServiceModule = "OpenSim.Services.AvatarService.dll:AvatarService" + + +[FriendsService] + ; for the server connector + LocalServiceModule = "OpenSim.Services.FriendsService.dll:FriendsService" + +[EstateService] + LocalServiceModule = "OpenSim.Services.EstateService.dll:EstateDataService" + +[LibraryService] + LibraryName = "OpenSim Library" + DefaultLibrary = "./inventory/Libraries.xml" + + +[LoginService] + ; for the server connector + LocalServiceModule = "OpenSim.Services.LLLoginService.dll:LLLoginService" + ; for the service + UserAccountService = "OpenSim.Services.UserAccountService.dll:UserAccountService" + GridUserService = "OpenSim.Services.UserAccountService.dll:GridUserService" + AuthenticationService = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService" + InventoryService = "OpenSim.Services.InventoryService.dll:XInventoryService" + AvatarService = "OpenSim.Services.AvatarService.dll:AvatarService" + PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService" + GridService = "OpenSim.Services.GridService.dll:GridService" + SimulationService ="OpenSim.Services.Connectors.dll:SimulationServiceConnector" + LibraryService = "OpenSim.Services.InventoryService.dll:LibraryService" + FriendsService = "OpenSim.Services.FriendsService.dll:FriendsService" + ; The minimum user level required for a user to be able to login. 0 by default + ; If you disable a particular user's account then you can set their login level below this number. + ; You can also change this level from the console though these changes will not be persisted. + ; MinLoginLevel = 0 + + ;; for hypergrid + UserAgentService = "OpenSim.Services.HypergridService.dll:UserAgentService" + + ; This inventory service will be used to initialize the user's inventory + HGInventoryServicePlugin = "HGInventoryService@OpenSim.Services.HypergridService.dll:HGSuitcaseInventoryService" + ; NOTE: HGInventoryServiceConstructorArg is deprecated. For now it will work, but see above + ; for the correct method if passing additional arguments. + ;; end hypergrid + + ; Ask co-operative viewers to use a different currency name + Currency = "v " + + ;; Set minimum fee to publish classified + ; ClassifiedFee = 0 + + WelcomeMessage = "${Const|MOTD}" + AllowRemoteSetLoginLevel = "false" + + ; For V2 map + MapTileURL = "${Const|BaseURL}:${Const|PublicPort}/"; + + ; Url to search service + ; SearchURL = "${Const|BaseURL}:${Const|PublicPort}/"; + + ; For V3 destination guide + ; DestinationGuide = "${Const|BaseURL}/guide" + + ; For V3 avatar picker (( work in progress )) + ; AvatarPicker = "${Const|BaseURL}/avatars" + + ; If you run this login server behind a proxy, set this to true + ; HasProxy = false + + ; Defaults for the users, if none is specified in the useraccounts table entry (ServiceURLs) + ;; If you have GatekeeperURI set under [Hypergrid], no need to set it here, leave it commented + ; GatekeeperURI = "${Const|BaseURL}:${Const|PublicPort}" + + SRV_HomeURI = "${Const|BaseURL}:${Const|PublicPort}" + SRV_InventoryServerURI = "${Const|BaseURL}:${Const|PublicPort}" + SRV_AssetServerURI = "${Const|BaseURL}:${Const|PublicPort}" + SRV_ProfileServerURI = "${Const|BaseURL}:${Const|PublicPort}" + SRV_FriendsServerURI = "${Const|BaseURL}:${Const|PublicPort}" + SRV_IMServerURI = "${Const|BaseURL}:${Const|PublicPort}" + SRV_GroupsServerURI = "${Const|BaseURL}:${Const|PublicPort}" + + ;# {DSTZone} {} {Override Daylight Saving Time rules} {* none local} "America/Los_Angeles;Pacific Standard Time" + ;; Viewers do not receive timezone information from the server - almost all (?) default to Pacific Standard Time + ;; However, they do rely on the server to tell them whether it's Daylight Saving Time or not. + ;; Hence, calculating DST based on a different timezone can result in a misleading viewer display and inconsistencies between grids. + ;; By default, this setting uses various timezone names to calculate DST with regards to the viewer's standard PST. + ;; Options are + ;; "none" no DST + ;; "local" use the server's only timezone to calculate DST. This is previous OpenSimulator behaviour. + ;; "America/Los_Angeles;Pacific Standard Time" use these timezone names to look up Daylight savings. + ;; 'America/Los_Angeles' is used on Linux/Mac systems whilst 'Pacific Standard Time' is used on Windows + DSTZone = "local" + + ;Basic Login Service Dos Protection Tweaks + ;; + ;; Some Grids/Users use a transparent proxy that makes use of the X-Forwarded-For HTTP Header, If you do, set this to true + ;; If you set this to true and you don't have a transparent proxy, it may allow attackers to put random things in the X-Forwarded-For header to + ;; get around this basic DOS protection. + ;DOSAllowXForwardedForHeader = false + ;; + ;; The protector adds up requests during this rolling period of time, default 10 seconds + ;DOSRequestTimeFrameMS = 10000 + ;; + ;; The amount of requests in the above timeframe from the same endpoint that triggers protection + ;DOSMaxRequestsInTimeFrame = 5 + ;; + ;; The amount of time that a specific endpoint is blocked. Default 2 minutes. + ;DOSForgiveClientAfterMS = 120000 + ;; + ;; To turn off basic dos protection, set the DOSMaxRequestsInTimeFrame to 0. + + +[MapImageService] + LocalServiceModule = "OpenSim.Services.MapImageService.dll:MapImageService" + + ; Set this if you want to change the default + TilesStoragePath = "${Paths|CachePath}/maptiles" + ; + ; If for some reason you have the AddMapTile service outside the firewall (e.g. ${Const|PublicPort}), + ; you may want to set this. Otherwise, don't set it, because it's already protected. + ; GridService = "OpenSim.Services.GridService.dll:GridService" + ; + ; Additionally, if you run this server behind a proxy, set this to true + ; HasProxy = false + + +[GridInfoService] + ; These settings are used to return information on a get_grid_info call. + ; Client launcher scripts and third-party clients make use of this to + ; autoconfigure the client and to provide a nice user experience. If you + ; want to facilitate that, you should configure the settings here according + ; to your grid or standalone setup. + ; + ; See http://opensimulator.org/wiki/GridInfo + + ; login uri: for grid this is the login server URI + login = ${Const|BaseURL}:${Const|PublicPort}/ + + ; long grid name: the long name of your grid + gridname = "${Const|GridName}" + + ; short grid name: the short name of your grid + gridnick = "${Const|ShortGridName}" + + ; login page: optional: if it exists it will be used to tell the client to use + ; this as splash page + welcome = ${Const|BaseURL}/drupal/loginpage + + ; helper uri: optional: if it exists it will be used to tell the client to use + ; this for all economy related things + ;economy = ${Const|BaseURL}/economy + + ; web page of grid: optional: page providing further information about your grid + about = ${Const|BaseURL}/drupal/ + + ; account creation: optional: page providing further information about obtaining + ; a user account on your grid + register = ${Const|BaseURL}/drupal/content/How_to_join + + ; help: optional: page providing further assistance for users of your grid + help = ${Const|BaseURL}/drupal/Tags/help + + ; password help: optional: page providing password assistance for users of your grid + password = ${Const|BaseURL}/drupal + + ; HG address of the gatekeeper, if you have one + ; this is the entry point for all the regions of the world + ; gatekeeper = ${Const|BaseURL}:${Const|PublicPort}/ + + ; HG user domain, if you have one + ; this is the entry point for all user-related HG services + ; uas = ${Const|BaseURL}:${Const|PublicPort}/ + + +[GatekeeperService] + LocalServiceModule = "OpenSim.Services.HypergridService.dll:GatekeeperService" + ;; for the service + UserAccountService = "OpenSim.Services.UserAccountService.dll:UserAccountService" + UserAgentService = "OpenSim.Services.HypergridService.dll:UserAgentService" + PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService" + GridUserService = "OpenSim.Services.UserAccountService.dll:GridUserService" + GridService = "OpenSim.Services.GridService.dll:GridService" + AuthenticationService = "OpenSim.Services.Connectors.dll:AuthenticationServicesConnector" + SimulationService ="OpenSim.Services.Connectors.dll:SimulationServiceConnector" + ; how does the outside world reach me? This acts as public key too. + ;; If you have GatekeeperURI set under [Hypergrid], no need to set it here, leave it commented + ; ExternalName = "${Const|BaseURL}:${Const|PublicPort}" + + ; Does this grid allow incoming links to any region in it? + ; If false, HG TPs happen only to the Default regions specified in [GridService] section + AllowTeleportsToAnyRegion = true + + ; If you run this gatekeeper server behind a proxy, set this to true + ; HasProxy = false + + ;; Are foreign visitors allowed? + ForeignAgentsAllowed = true + ;; + ;; If ForeignAgentsAllowed is true, make exceptions using AllowExcept. + ;; Leave blank or commented for no exceptions. + ; AllowExcept = "http://griefer.com:8002, http://enemy.com:8002" + ;; + ;; If ForeignAgentsAllowed is false, make exceptions using DisallowExcept + ;; Leave blank or commented for no exceptions. + ; DisallowExcept = "http://myfriendgrid.com:8002, http://myboss.com:8002" + + +[UserAgentService] + LocalServiceModule = "OpenSim.Services.HypergridService.dll:UserAgentService" + ;; for the service + GridUserService = "OpenSim.Services.UserAccountService.dll:GridUserService" + GridService = "OpenSim.Services.GridService.dll:GridService" + GatekeeperService = "OpenSim.Services.HypergridService.dll:GatekeeperService" + PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService" + FriendsService = "OpenSim.Services.FriendsService.dll:FriendsService" + UserAccountService = "OpenSim.Services.UserAccountService.dll:UserAccountService" + + ; If you run this user agent server behind a proxy, set this to true + ; HasProxy = false + + ;; If you separate the UserAgentService from the LoginService, set this to + ;; the IP address of the machine where your LoginService is + ;LoginServerIP = "127.0.0.1" + + ; User level required to be contacted from other grids + LevelOutsideContacts = 0 + + ;; Restrictions on destinations of local users. + ;; Are local users allowed to visit other grids? + ;; What user level? Use variables of this forrm: + ;; ForeignTripsAllowed_Level_ = true | false + ;; (the default is true) + ;; For example: + ; ForeignTripsAllowed_Level_0 = false + ; ForeignTripsAllowed_Level_200 = true ; true is default, no need to say it + ;; + ;; If ForeignTripsAllowed is false, make exceptions using DisallowExcept + ;; Leave blank or commented for no exceptions. + ; DisallowExcept_Level_0 = "http://myothergrid.com:8002, http://boss.com:8002" + ;; + ;; If ForeignTripsAllowed is true, make exceptions using AllowExcept. + ;; Leave blank or commented for no exceptions. + ; AllowExcept_Level_200 = "http://griefer.com:8002, http://enemy.com:8002" + + ;; This variable controls what is exposed to profiles of local users + ;; as seen from outside of this grid. Leave it uncommented for exposing + ;; UserTitle, UserFlags and the creation date. Uncomment and change to False + ;; to block this info from being exposed. + ; ShowUserDetailsInHGProfile = True + + +; * The interface that local users get when they are in other grids. +; * This restricts the inventory operations while in other grids. +; * Still not completely safe, especially if users perform inventory operations +; * while in those grids. The more the user accesses his/her inventory, the more +; * those simulators will know about the user's inventory. +; * +[HGInventoryService] + ; For the InventoryServiceInConnector + LocalServiceModule = "OpenSim.Services.HypergridService.dll:HGSuitcaseInventoryService" + ;; alternatives: + ;; HG1.5, more permissive, not recommended, but still supported + ;LocalServiceModule = "OpenSim.Services.HypergridService.dll:HGInventoryService" + ;; HG1.0, totally permissive, not recommended, but OK for grids with 100% trust + ;LocalServiceModule = "OpenSim.Services.InventoryService.dll:XInventoryService" + + UserAccountsService = "OpenSim.Services.UserAccountService.dll:UserAccountService" + AvatarService = "OpenSim.Services.AvatarService.dll:AvatarService" + + ; HGInventoryService is a public-facing inventory service that allows users to + ; interact with their suitcase folder when on a foreign grid. This reuses the general inventory service connector. + ; Hence, if the user has set up authentication in [Network] to protect their private services + ; make sure it is not set here. + AuthType = None + + ;; Can overwrite the default in [Hypergrid], but probably shouldn't + ; HomeURI = "${Const|BaseURL}:${Const|PublicPort}" + + +; * The interface that local users get when they are in other grids. +; * This restricts the access that the rest of the world has to +; * the assets of this world. +; * +[HGAssetService] + ;; Use the second option if you have FSAsset service enabled +; LocalServiceModule = "OpenSim.Services.HypergridService.dll:HGAssetService" + LocalServiceModule = "OpenSim.Services.HypergridService.dll:HGFSAssetService" + + UserAccountsService = "OpenSim.Services.UserAccountService.dll:UserAccountService" + + ; HGAssetService is a public-facing service that allows users to + ; read and create assets when on another grid. This reuses the general asset service connector. + ; Hence, if the user has set up authentication in [Network] to protect their private services + ; make sure it is overriden for this public service. + AuthType = None + + ;; Can overwrite the default in [Hypergrid], but probably shouldn't + ; HomeURI = "${Const|BaseURL}:${Const|PublicPort}" + + ;; The asset types that this grid can export to / import from other grids. + ;; Comma separated. + ;; Valid values are all the asset types in OpenMetaverse.AssetType, namely: + ;; Unknown, Texture, Sound, CallingCard, Landmark, Clothing, Object, Notecard, LSLText, + ;; LSLBytecode, TextureTGA, Bodypart, SoundWAV, ImageTGA, ImageJPEG, Animation, Gesture, Mesh + ;; + ;; Leave blank or commented if you don't want to apply any restrictions. + ;; A more strict, but still reasonable, policy may be to disallow the exchange + ;; of scripts, like so: + ; DisallowExport ="LSLText" + ; DisallowImport ="LSLBytecode" + + +[HGFriendsService] + LocalServiceModule = "OpenSim.Services.HypergridService.dll:HGFriendsService" + UserAgentService = "OpenSim.Services.HypergridService.dll:UserAgentService" + FriendsService = "OpenSim.Services.FriendsService.dll:FriendsService" + UserAccountService = "OpenSim.Services.UserAccountService.dll:UserAccountService" + GridService = "OpenSim.Services.GridService.dll:GridService" + PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService" + + +[HGInstantMessageService] + LocalServiceModule = "OpenSim.Services.HypergridService.dll:HGInstantMessageService" + GridService = "OpenSim.Services.GridService.dll:GridService" + PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService" + UserAgentService = "OpenSim.Services.HypergridService.dll:UserAgentService" + ; This should always be true in the Robust config + InGatekeeper = True + + +[Messaging] + ; OfflineIM + OfflineIMService = "OpenSim.Addons.OfflineIM.dll:OfflineIMService" + + +[Groups] + ;; for the HG Groups service + OfflineIMService = "OpenSim.Addons.OfflineIM.dll:OfflineIMService" + UserAccountService = "OpenSim.Services.UserAccountService.dll:UserAccountService" + + ;; What is the HomeURI of users associated with this grid? + ;; Can overwrite the default in [Hypergrid], but probably shouldn't + ; HomeURI = "${Const|BaseURL}:${Const|PublicPort}" + ;; end hypergrid + + ;; Sets the maximum number of groups an agent may join + MaxAgentGroups = 420 + + +[UserProfilesService] + LocalServiceModule = "OpenSim.Services.UserProfilesService.dll:UserProfilesService" + Enabled = true + ;; Configure this for separate profiles database + ;; ConnectionString = "Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;Old Guids=true;" + ;; Realm = UserProfiles + UserAccountService = OpenSim.Services.UserAccountService.dll:UserAccountService + AuthenticationServiceModule = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService" + + +[BakedTextureService] + LocalServiceModule = "OpenSim.Server.Handlers.dll:XBakes" + ;; This directory must be writable by the user ROBUST runs as. It will be created automatically. + BaseDirectory = "${Paths|CachePath}/bakes" + +[MuteListService] + LocalServiceModule = "OpenSim.Services.MuteListService.dll:MuteListService" diff --git a/bin/config-include/FlotsamCache.ini b/bin/config-include/FlotsamCache.ini new file mode 100644 index 0000000..cf06d6c --- /dev/null +++ b/bin/config-include/FlotsamCache.ini @@ -0,0 +1,97 @@ +[AssetCache] + ;; + ;; Options for FlotsamAssetCache + ;; + + ; cache directory can be shared by multiple instances + CacheDirectory = ${Paths|CachePath}/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 + ; assets can be requested several times in short periods + ; so even a small memory cache is useful + MemoryCacheEnabled = false + + ; If a memory cache hit happens, or the asset is still in memory + ; due to other causes, update the timestamp on the disk file anyway. + ; Don't turn this on unless you share your asset cache between simulators + ; AND use an external process, e.g. cron job, to clean it up. + UpdateFileTimeOnCacheHit = false + + ; Enabling this will cache negative fetches. If an asset is negative-cached + ; it will not be re-requested from the asset server again for a while. + ; Generally, this is a good thing. + ; + ; Regular expiration settings (non-sliding) mean that the asset will be + ; retried after the time has expired. Sliding expiration means that + ; the time the negative cache will keep the asset is refreshed each + ; time a fetch is attempted. Use sliding expiration if you have rogue + ; scripts hammering the asset server with requests for nonexistent + ; assets. + ; + ; There are two cases where negative caching may cause issues: + ; + ; 1 - If an invalid asset is repeatedly requested by a script and that asset is + ; subsequently created, it will not be seen until fcache clear + ; is used. This is a very theoretical scenario since UUID collisions + ; are deemed to be not occuring in practice. + ; This can only become an issue with sliding expiration time. + ; + ; 2 - If the asset service is clustered, an asset may not have propagated + ; to all cluster members when it is first attempted to fetch it. + ; This may theoretically occur with networked vendor systems and + ; would lead to an asset not found message. However, after the + ; expiration time has elapsed, the asset will then be fetchable. + ; + ; The defaults below are suitable for all small to medium installations + ; including grids. + NegativeCacheEnabled = true + NegativeCacheTimeout = 120 + NegativeCacheSliding = false + + ; Set to false for no file cache + FileCacheEnabled = true + + ; How long {in hours} to keep assets cached in memory, .5 == 30 minutes + ; even a few minutes may mean many assets loaded to memory, if not all. + ; this is good if memory is not a problem. + ; if memory is a problem then a few seconds may actually save same. + ; see hit rates with console comand: fcache status + MemoryCacheTimeout = .016 ; one minute + + ; 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 files + ; Specify 0 to disable expiration checking + FileCleanupTimer = 0.0 ; disabled + + ; 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 diff --git a/bin/config-include/GridCommon.ini b/bin/config-include/GridCommon.ini new file mode 100644 index 0000000..8621651 --- /dev/null +++ b/bin/config-include/GridCommon.ini @@ -0,0 +1,255 @@ +; This is the main configuration file for an instance of OpenSim running in grid mode +; In particular, this one is set up for connecting to Infinite Grid. + +[DatabaseService] + ; + ; ### Choose the DB + ; + + ; SQLite + ; Include-Storage = "config-include/storage/SQLiteStandalone.ini"; + + ; MySql + ; Uncomment these lines if you want to use mysql storage + ; Change the connection string to your db details + ;StorageProvider = "OpenSim.Data.MySQL.dll" + ;ConnectionString = "Data Source=localhost;Database=opensim;User ID=opensim;Password=***;Old Guids=true;" + ; Uncomment this line if you are using MySQL and want to use a different database for estates + ; The usual application for this is to allow estates to be spread out across multiple simulators by share the same database. + ; Most people won't need to do this so only uncomment if you know what you're doing. + ;EstateConnectionString = "Data Source=localhost;Database=opensim;User ID=opensim;Password=***;Old Guids=true;" + + ; MSSQL + ; Uncomment these lines if you want to use MSSQL storage + ; Change the connection string to your db details + ; The value for server property is shown in your SQL Server Management Studio login dialog. + ; (This sample is the default of express edition) + ;StorageProvider = "OpenSim.Data.MSSQL.dll" + ;ConnectionString = "Server=localhost\SQLEXPRESS;Database=opensim;User Id=opensim; password=***;" + + ; PGSQL + ; Uncomment these lines if you want to use PGSQL storage + ; Change the connection string to your db details + ;StorageProvider = "OpenSim.Data.PGSQL.dll" + ;ConnectionString = "Server=localhost;Database=opensim;User Id=opensim; password=***;" + + StorageProvider = "${Const|DataProvider}" + ConnectionString = "${Const|ConnectionString}" + + +[Hypergrid] + ; Uncomment the variables in this section only if you are in + ; Hypergrid configuration. Otherwise, ignore. + + ;# {HomeURI} {Hypergrid} {The Home URL of this world} {} + ;; If this is a standalone world, this is the address of this instance. + ;; If this is a grided simulator, this is the address of the external robust server that + ;; runs the UserAgentsService. + ;; For example http://myworld.com:9000 or http://myworld.com:8002 + ;; This is a default that can be overwritten in some sections. + HomeURI = "${Const|BaseURL}:${Const|PublicPort}" + + ;# {GatekeeperURI} {Hypergrid} {The URL of the gatekeeper of this world} {} + ;; If this is a standalone world, this is the address of this instance. + ;; If this is a grided simulator, this is the address of the external robust server + ;; that runs the Gatekeeper service. + ;; For example http://myworld.com:9000 or http://myworld.com:8002 + ;; This is a default that can be overwritten in some sections. + GatekeeperURI = "${Const|BaseURL}:${Const|PublicPort}" + +[Modules] + ;; Choose one cache module and the corresponding config file, if it exists. + ;; Copy the config .example file into your own .ini file and adapt that. + ;; We recommend the use of the FlotsamAssetCache since this is most actively maintained. + ; I think only Windows needs caching, haven't noticed any difference under Linux, which uses spare memory for file caching anyway. + + AssetCaching = "FlotsamAssetCache" + Include-FlotsamCache = "config-include/FlotsamCache.ini" + + ;AssetCaching = "CenomeMemoryAssetCache" + ;Include-CenomeCache = "config-include/CenomeCache.ini" + + ;AssetCaching = "GlynnTuckerAssetCache" + + ;; Optionally, the port for the LLProxyLoginModule module can be changed + ;Setup_LLProxyLoginModule = "9090/" + + ;; Authorization is not on by default, as it depends on external php + ;AuthorizationServices = "RemoteAuthorizationServicesConnector" + +[AssetService] + DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll" + AssetLoaderArgs = "assets/AssetSets.xml" + + ; + ; Change this to your grid-wide asset server. Do not add a slash to the end of any of these addresses. + ; + AssetServerURI = "${Const|BaseURL}:${Const|AssetServerPort}" + +[InventoryService] + ; + ; Change this to your grid-wide inventory server + ; + InventoryServerURI = "${Const|GridURL}:${Const|PrivatePort}" + ;MaxRetries = 0 + +[GridInfo] + ; + ; Change this to your grid info service + ; + GridInfoURI = "${Const|GridURL}:${Const|PublicPort}" + +[GridService] + ; + ; Change this to your grid-wide grid server + ; + GridServerURI = "${Const|GridURL}:${Const|PrivatePort}" + AllowHypergridMapSearch = true + + ;; Directory for map tile images of linked regions + MapTileDirectory = "${Paths|CachePath}/maptiles" + + ; === HG ONLY === + ;; Change this to the address of your Gatekeeper service + ;; (usually bundled with the rest of the services in one + ;; Robust server in port ${Const|PublicPort}, but not always) + Gatekeeper="${Const|GridURL}:${Const|PublicPort}" + +[EstateDataStore] + ; + ; Uncomment if you want centralized estate data at robust server, + ; in which case the URL in [EstateService] will be used + ; + ;LocalServiceModule = "OpenSim.Services.Connectors.dll:EstateDataRemoteConnector" + +[EstateService] + EstateServerURI = "${Const|GridURL}:${Const|PrivatePort}" + +[Messaging] + ; === HG ONLY === + ;; Change this to the address of your Gatekeeper service + ;; (usually bundled with the rest of the services in one + ;; Robust server in port ${Const|PublicPort}, but not always) + Gatekeeper = "${Const|GridURL}:${Const|PublicPort}" + +[AvatarService] + ; + ; Change this to your grid-wide grid server + ; + AvatarServerURI = "${Const|GridURL}:${Const|PrivatePort}" + +[AgentPreferencesService] + ; + ; Change this to your grid-wide avatar prefs server + ; + AgentPreferencesServerURI = "${Const|GridURL}:${Const|PrivatePort}" + +[PresenceService] + ; + ; Change this to your grid-wide presence server + ; + PresenceServerURI = "${Const|GridURL}:${Const|PrivatePort}" + +[UserAccountService] + ; + ; Change this to your grid-wide user accounts server + ; + UserAccountServerURI = "${Const|GridURL}:${Const|PrivatePort}" + +[GridUserService] + ; + ; Change this to your grid-wide user accounts server + ; + GridUserServerURI = "${Const|GridURL}:${Const|PrivatePort}" + +[AuthenticationService] + ; + ; Change this to your grid-wide authentication server + ; + AuthenticationServerURI = "${Const|GridURL}:${Const|PrivatePort}" + +[FriendsService] + ; + ; Change this to your grid-wide friends server + ; + FriendsServerURI = "${Const|GridURL}:${Const|PrivatePort}" + +[HGInventoryAccessModule] + ; + ; === HG ONLY === + ; Change this to your server + ; accessible from other grids + ; + HomeURI = "${Const|GridURL}:${Const|PublicPort}" + Gatekeeper = "${Const|GridURL}:${Const|PublicPort}" + ;; If you want to protect your assets from being copied by foreign visitors + ;; set this to false. You may want to do this on sims that have licensed content. + ;; Default is true. + OutboundPermission = True + + ;; Send visual reminder to local users that their inventories are unavailable while they are traveling + ;; and available when they return. True by default. + ;RestrictInventoryAccessAbroad = True + + ;; Warning: advanced and unusual. Default is false. + ;; Enables configurations where grids share user services, including inventory, + ;; while separating regions' assets from users' assets. Asset transfer between + ;; the users' asset server and the regions' asset server is done in HG-like manner. + ; CheckSeparateAssets = false + ; RegionHGAssetServerURI = ${Const|GridURL}:${Const|PublicPort} + + +[HGAssetService] + ; + ; === HG ONLY === + ; Change this to your server + ; accessible from other grids + ; + HomeURI = "${Const|GridURL}:${Const|PublicPort}" + + ;; The asset types that this grid can export to / import from other grids. + ;; Comma separated. + ;; Valid values are all the asset types in OpenMetaverse.AssetType, namely: + ;; Unknown, Texture, Sound, CallingCard, Landmark, Clothing, Object, Notecard, LSLText, + ;; LSLBytecode, TextureTGA, Bodypart, SoundWAV, ImageTGA, ImageJPEG, Animation, Gesture, Mesh + ;; + ;; Leave blank or commented if you don't want to apply any restrictions. + ;; A more strict, but still reasonable, policy may be to disallow the exchange + ;; of scripts, like so: + ; DisallowExport ="LSLText" + ; DisallowImport ="LSLBytecode" + +[HGFriendsModule] + ; User level required to be able to send friendship invitations to foreign users + LevelHGFriends = 0; + +[UserAgentService] + ; + ; === HG ONLY === + ; Change this to your user agent server (HG robust) + ; + UserAgentServerURI = "${Const|GridURL}:${Const|PublicPort}" + +[MapImageService] + MapImageServerURI = "${Const|GridURL}:${Const|PrivatePort}" + +[AuthorizationService] + ; If you have regions with access restrictions + ; specify them here using the convention + ; Region_ = + ; Valid flags are: + ; DisallowForeigners -- HG visitors not allowed + ; DisallowResidents -- only Admins and Managers allowed + ; Example: + ; Region_Test_1 = "DisallowForeigners" + +;; Uncomment if you are using SimianGrid for grid services +[SimianGrid] + ;; SimianGrid services URL + ;; SimianServiceURL = "http://grid.sciencesim.com/Grid/" + + ;; Capability assigned by the grid administrator for the simulator + ;; SimulatorCapability = "00000000-0000-0000-0000-000000000000" + +[MuteListService] + MuteListServerURI = "${Const|BaseURL}:${Const|PrivatePort}" diff --git a/bin/config-include/GridCommon.ini.example b/bin/config-include/GridCommon.ini.example index e93ce3c..5406295 100644 --- a/bin/config-include/GridCommon.ini.example +++ b/bin/config-include/GridCommon.ini.example @@ -6,7 +6,7 @@ ; ; SQLite - Include-Storage = "config-include/storage/SQLiteStandalone.ini"; + ; Include-Storage = "config-include/storage/SQLiteStandalone.ini"; ; MySql ; Uncomment these lines if you want to use mysql storage @@ -32,6 +32,9 @@ ;StorageProvider = "OpenSim.Data.PGSQL.dll" ;ConnectionString = "Server=localhost;Database=opensim;User Id=opensim; password=***;" + StorageProvider = "${Const|DataProvider}" + ConnectionString = "${Const|ConnectionString}" + [Hypergrid] ; Uncomment the variables in this section only if you are in ; Hypergrid configuration. Otherwise, ignore. diff --git a/bin/config-include/StandaloneCommon.ini b/bin/config-include/StandaloneCommon.ini new file mode 100644 index 0000000..1db62c8 --- /dev/null +++ b/bin/config-include/StandaloneCommon.ini @@ -0,0 +1,401 @@ +; This is the main configuration file for an instance of OpenSim running in standalone mode + +[DatabaseService] + ; + ; ### Choose the DB + ; + + ; SQLite + ; Include-Storage = "config-include/storage/SQLiteStandalone.ini"; + + ; MySql + ; Uncomment these lines if you want to use mysql storage + ; Change the connection string to your db details + ;StorageProvider = "OpenSim.Data.MySQL.dll" + ;ConnectionString = "Data Source=localhost;Database=opensim;User ID=opensim;Password=***;Old Guids=true;" + + ; Uncomment this line if you are using MySQL and want to use a different database for estates. + ; The usual application for this is to allow estates to be spread out across multiple simulators by share the same database. + ; Most people won't need to do this so only uncomment if you know what you're doing. + ;EstateConnectionString = "Data Source=localhost;Database=opensim;User ID=opensim;Password=***;Old Guids=true;" + + ; MSSQL + ; Uncomment these lines if you want to use MSSQL storage + ; Change the connection string to your db details + ; The value for server property is shown in your SQL Server Management Studio login dialog. + ; (This sample is the default of express edition) + ;StorageProvider = "OpenSim.Data.MSSQL.dll" + ;ConnectionString = "Server=localhost\SQLEXPRESS;Database=opensim;User Id=opensim; password=***;" + + ; PGSQL + ; Uncomment these lines if you want to use PGSQL storage + ; Change the connection string to your db details + ;StorageProvider = "OpenSim.Data.PGSQL.dll" + ;ConnectionString = "Server=localhost;Database=opensim;User Id=opensim; password=***;" + + StorageProvider = "${Const|DataProvider}" + ConnectionString = "${Const|ConnectionString}" + +[Hypergrid] + ; Uncomment the variables in this section only if you are in + ; Hypergrid configuration. Otherwise, ignore. + + ;# {HomeURI} {Hypergrid} {The Home URL of this world} {} + ;; If this is a standalone world, this is the address of this instance. + ;; If this is a grided simulator, this is the address of the external robust server that + ;; runs the UserAgentsService. + ;; For example http://myworld.com:9000 or http://myworld.com:8002 + ;; This is a default that can be overwritten in some sections. + ; HomeURI = "${Const|BaseURL}:${Const|PublicPort}" + + ;# {GatekeeperURI} {Hypergrid} {The URL of the gatekeeper of this world} {} + ;; If this is a standalone world, this is the address of this instance. + ;; If this is a grided simulator, this is the address of the external robust server + ;; that runs the Gatekeeper service. + ;; For example http://myworld.com:9000 or http://myworld.com:8002 + ;; This is a default that can be overwritten in some sections. + ; GatekeeperURI = "${Const|BaseURL}:${Const|PublicPort}" + +[Modules] + ;; Choose one cache module and the corresponding config file, if it exists. + ;; Copy the config .example file into your own .ini file and alter that + ;; We recommend the use of the FlotsamAssetCache since this is most actively maintained. + + AssetCaching = "FlotsamAssetCache" + Include-FlotsamCache = "config-include/FlotsamCache.ini" + + ;AssetCaching = "CenomeMemoryAssetCache" + ;Include-CenomeCache = "config-include/CenomeCache.ini" + + ;AssetCaching = "GlynnTuckerAssetCache" + + ;; Authorization is not on by default, as it depends on external php + ;AuthorizationServices = "LocalAuthorizationServicesConnector" + +[AssetService] + DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll" + AssetLoaderArgs = "assets/AssetSets.xml" + +[GridService] + ;; For in-memory region storage (default) + StorageProvider = "OpenSim.Data.Null.dll:NullRegionData" + ;;--- For MySql region storage (alternative) + ;StorageProvider = "OpenSim.Data.MySQL.dll:MySqlRegionData" + + ;; Directory for map tile images of remote regions + ; MapTileDirectory = "./maptiles" + + ;; Next, we can specify properties of regions, including default and fallback regions + ;; The syntax is: Region_ = "" + ;; where can be DefaultRegion, FallbackRegion, NoDirectLogin, Persistent, LockedOut + ;; + ;; DefaultRegion If a local login cannot be placed in the required region (e.g. home region does not exist, avatar is not allowed entry, etc.) + ;; then this region becomes the destination. Only the first online default region will be used. If no DefaultHGRegion + ;; is specified then this will also be used as the region for hypergrid connections that require it (commonly because they have not specified + ;; an explicit region. + ;; + ;; DefaultHGRegion If an avatar connecting via the hypergrid does not specify a region, then they are placed here. Only the first online + ;; region will be used. + ;; + ;; FallbackRegion If the DefaultRegion is not available for a local login, then any FallbackRegions are tried instead. These are tried in the + ;; order specified. This only applies to local logins at this time, not Hypergrid connections. + ;; + ;; NoDirectLogin A hypergrid user cannot directly connect to this region. This does not apply to local logins. + ;; + ;; Persistent When the simulator is shutdown, the region is signalled as offline but left registered on the grid. + ;; + ;; For example: + Region_Welcome_Area = "DefaultRegion, FallbackRegion" + + ;; Allow supporting viewers to export content + ;; Set to false to prevent export + ExportSupported = true + + ; === HG ONLY === + ;; If you have this set under [Hypergrid], no need to set it here, leave it commented + ; GatekeeperURI="${Const|BaseURL}:${Const|PublicPort}" + +[LibraryModule] + ; Set this if you want to change the name of the OpenSim Library + ;LibraryName = "My World's Library" + +[LoginService] + WelcomeMessage = "Welcome, Avatar!" + ;; If you have Gatekeeper set under [Hypergrid], no need to set it here, leave it commented + ; GatekeeperURI = "${Const|BaseURL}:${Const|PublicPort}" + + SRV_HomeURI = "${Const|BaseURL}:${Const|PublicPort}" + SRV_InventoryServerURI = "${Const|BaseURL}:${Const|PublicPort}" + SRV_AssetServerURI = "${Const|BaseURL}:${Const|PublicPort}" + SRV_ProfileServerURI = "${Const|BaseURL}:${Const|PublicPort}" + SRV_FriendsServerURI = "${Const|BaseURL}:${Const|PublicPort}" + SRV_IMServerURI = "${Const|BaseURL}:${Const|PublicPort}" + + ;; For Viewer 2 + MapTileURL = "${Const|BaseURL}:${Const|PublicPort}/" + + ; Url to search service + ; SearchURL = "${Const|BaseURL}:${Const|PublicPort}"; + + ; For V3 destination guide + ; DestinationGuide = "${Const|BaseURL}/guide" + + ; The minimum user level required for a user to be able to login. 0 by default + ; If you disable a particular user's account then you can set their login level below this number. + ; You can also change this level from the console though these changes will not be persisted. + ; MinLoginLevel = 0 + + ;; Ask co-operative viewers to use a different currency name + ;Currency = "" + + ;; Set minimum fee to publish classified + ; ClassifiedFee = 0 + + ; Basic Login Service Dos Protection Tweaks + ; ; + ; ; Some Grids/Users use a transparent proxy that makes use of the X-Forwarded-For HTTP Header, If you do, set this to true + ; ; If you set this to true and you don't have a transparent proxy, it may allow attackers to put random things in the X-Forwarded-For header to + ; ; get around this basic DOS protection. + ; DOSAllowXForwardedForHeader = false + ; ; + ; ; The protector adds up requests during this rolling period of time, default 10 seconds + ; DOSRequestTimeFrameMS = 10000 + ; ; + ; ; The amount of requests in the above timeframe from the same endpoint that triggers protection + ; DOSMaxRequestsInTimeFrame = 5 + ; ; + ; ; The amount of time that a specific endpoint is blocked. Default 2 minutes. + ; DOSForgiveClientAfterMS = 120000 + ; ; + ; ; To turn off basic dos protection, set the DOSMaxRequestsInTimeFrame to 0. + +[FreeswitchService] + ;; If FreeSWITCH is not being used then you don't need to set any of these parameters + ;; + ;; The IP address of your FreeSWITCH server. The common case is for this to be the same as the server running the OpenSim standalone + ;; This has to be set for the FreeSWITCH service to work + ;; This address must be reachable by viewers. + ;ServerAddress = 127.0.0.1 + + ;; The following configuration parameters are optional + + ;; By default, this is the same as the ServerAddress + ; Realm = 127.0.0.1 + + ;; By default, this is the same as the ServerAddress on port 5060 + ; SIPProxy = 127.0.0.1:5060 + + ;; Default is 5000ms + ; DefaultTimeout = 5000 + + ;; The dial plan context. Default is "default" + ; Context = default + + ;; Currently unused + ; UserName = freeswitch + + ;; Currently unused + ; Password = password + + ;; The following parameters are for STUN = Simple Traversal of UDP through NATs + ;; See http://wiki.freeswitch.org/wiki/NAT_Traversal + ;; stun.freeswitch.org is not guaranteed to be running so use it in + ;; production at your own risk + ; EchoServer = 127.0.0.1 + ; EchoPort = 50505 + ; AttemptSTUN = false + +[GridInfoService] + ; These settings are used to return information on a get_grid_info call. + ; Client launcher scripts and third-party clients make use of this to + ; autoconfigure the client and to provide a nice user experience. If you + ; want to facilitate that, you should configure the settings here according + ; to your grid or standalone setup. + ; + ; See http://opensimulator.org/wiki/GridInfo + + ; login uri: for grid this is the login server URI + login = ${Const|BaseURL}:${Const|PublicPort}/ + + ; long grid name: the long name of your grid + gridname = "the lost continent of hippo" + + ; short grid name: the short name of your grid + gridnick = "hippogrid" + + ; login page: optional: if it exists it will be used to tell the client to use + ; this as splash page. May also be served from an external web server, e.g. for + ; information on a standalone + ;welcome = ${Const|BaseURL}/welcome + + ; helper uri: optional: if it exists it will be used to tell the client to use + ; this for all economy related things + ;economy = ${Const|BaseURL}/economy + + ; web page of grid: optional: page providing further information about your grid + ;about = ${Const|BaseURL}/about + + ; account creation: optional: page providing further information about obtaining + ; a user account on your grid + ;register = ${Const|BaseURL}/register + + ; help: optional: page providing further assistance for users of your grid + ;help = ${Const|BaseURL}/help + + ; password help: optional: page providing password assistance for users of your grid + ;password = ${Const|BaseURL}/password + + ; HG address of the gatekeeper, if you have one + ; this is the entry point for all the regions of the world + ; gatekeeper = ${Const|BaseURL}:${Const|PublicPort}/ + + ; HG user domain, if you have one + ; this is the entry point for all user-related HG services + ; uas = ${Const|BaseURL}:${Const|PublicPort}/ + +[MapImageService] + ; Set this if you want to change the default + ; TilesStoragePath = "maptiles" + +[AuthorizationService] + ; If you have regions with access restrictions + ; specify them here using the convention + ; Region_ = + ; Valid flags are: + ; DisallowForeigners -- HG visitors not allowed + ; DisallowResidents -- only Admins and Managers allowed + ; Example: + ; Region_Test_1 = "DisallowForeigners" + +;; +;; HG configurations +;; +[GatekeeperService] + ;; If you have GatekeeperURI set under [Hypergrid], no need to set it here, leave it commented + ; ExternalName = "${Const|BaseURL}:${Const|PublicPort}" + + ; Does this grid allow incoming links to any region in it? + ; If false, HG TPs happen only to the Default regions specified in [GridService] section + AllowTeleportsToAnyRegion = true + + ;; Regular expressions for controlling which client versions are accepted/denied. + ;; An empty string means nothing is checked. + ;; + ;; Example 1: allow only these 3 types of clients (any version of them) + ;; AllowedClients = "Imprudence|Hippo|Second Life" + ;; + ;; Example 2: allow all clients except these + ;; DeniedClients = "Twisted|Crawler|Cryolife|FuckLife|StreetLife|GreenLife|AntiLife|KORE-Phaze|Synlyfe|Purple Second Life|SecondLi |Emerald" + ;; + ;; Note that these are regular expressions, so every character counts. + ;; Also note that this is very weak security and should not be trusted as a reliable means + ;; for keeping bad clients out; modified clients can fake their identifiers. + ;; + ;; + ;AllowedClients = "" + ;DeniedClients = "" + + ;; Are foreign visitors allowed? + ;ForeignAgentsAllowed = true + ;; + ;; If ForeignAgentsAllowed is true, make exceptions using AllowExcept. + ;; Leave blank or commented for no exceptions. + ; AllowExcept = "http://griefer.com:8002, http://enemy.com:8002" + ;; + ;; If ForeignAgentsAllowed is false, make exceptions using DisallowExcept + ;; Leave blank or commented for no exceptions. + ; DisallowExcept = "http://myfriendgrid.com:8002, http://myboss.com:8002" + +[UserAgentService] + ;; User level required to be contacted from other grids + ;LevelOutsideContacts = 0 + + ;; Restrictions on destinations of local users. + ;; Are local users allowed to visit other grids? + ;; What user level? Use variables of this forrm: + ;; ForeignTripsAllowed_Level_ = true | false + ;; (the default is true) + ;; For example: + ; ForeignTripsAllowed_Level_0 = false + ; ForeignTripsAllowed_Level_200 = true ; true is default, no need to say it + ;; + ;; If ForeignTripsAllowed is false, make exceptions using DisallowExcept + ;; Leave blank or commented for no exceptions. + ; DisallowExcept_Level_0 = "http://myothergrid.com:8002, http://boss.com:8002" + ;; + ;; If ForeignTripsAllowed is true, make exceptions using AllowExcept. + ;; Leave blank or commented for no exceptions. + ; AllowExcept_Level_200 = "http://griefer.com:8002, http://enemy.com:8002" + + ;; This variable controls what is exposed to profiles of local users + ;; as seen from outside of this grid. Leave it uncommented for exposing + ;; UserTitle, UserFlags and the creation date. Uncomment and change to False + ;; to block this info from being exposed. + ; ShowUserDetailsInHGProfile = True + +[HGInventoryService] + ;; If you have this set under [Hypergrid], no need to set it here, leave it commented + ; HomeURI = "${Const|BaseURL}:${Const|PublicPort}" + +[HGAssetService] + ;; If you have this set under [Hypergrid], no need to set it here, leave it commented + ; HomeURI = "${Const|BaseURL}:${Const|PublicPort}" + + ;; The asset types that this grid can export to / import from other grids. + ;; Comma separated. + ;; Valid values are all the asset types in OpenMetaverse.AssetType, namely: + ;; Unknown, Texture, Sound, CallingCard, Landmark, Clothing, Object, Notecard, LSLText, + ;; LSLBytecode, TextureTGA, Bodypart, SoundWAV, ImageTGA, ImageJPEG, Animation, Gesture, Mesh + ;; + ;; Leave blank or commented if you don't want to apply any restrictions. + ;; A more strict, but still reasonable, policy may be to disallow the exchange + ;; of scripts, like so: + ; DisallowExport ="LSLText" + ; DisallowImport ="LSLBytecode" + +[HGInventoryAccessModule] + ;; If you have these set under [Hypergrid], no need to set it here, leave it commented + ; HomeURI = "${Const|BaseURL}:${Const|PublicPort}" + ; GatekeeperURI = "${Const|BaseURL}:${Const|PublicPort}" + + ;; If you want to protect your assets from being copied by foreign visitors + ;; uncomment the next line. You may want to do this on sims that have licensed content. + ;; true = allow exports, false = disallow exports. True by default. + ; OutboundPermission = True + + ;; Send visual reminder to local users that their inventories are unavailable while they are traveling + ;; and available when they return. True by default. + ;RestrictInventoryAccessAbroad = True + +[HGFriendsModule] + ; User level required to be able to send friendship invitations to foreign users + ;LevelHGFriends = 0; + +[Messaging] + ; === HG ONLY === + ;; If you have this set under [Hypergrid], no need to set it here, leave it commented + ; GatekeeperURI = "${Const|BaseURL}:${Const|PublicPort}" + +[EntityTransfer] + ;; User level from which local users are allowed to HG teleport. Default 0 (all users) + ;LevelHGTeleport = 0 + + ;; Are local users restricted from taking their appearance abroad? + ;; Default is no restrictions + ;RestrictAppearanceAbroad = false + + ;; If appearance is restricted, which accounts' appearances are allowed to be exported? + ;; Comma-separated list of account names + AccountForAppearance = "Test User, Astronaut Smith" + +[UserProfilesService] + ;; To use, set Enabled to true then configure for your site... + Enabled = false + LocalServiceModule = "OpenSim.Services.UserProfilesService.dll:UserProfilesService" + + ;; Configure this for separate databse + ; ConnectionString = "Data Source=localhost;Database=opensim;User ID=opensim;Password=***;Old Guids=true;" + ; Realm = UserProfiles + + UserAccountService = OpenSim.Services.UserAccountService.dll:UserAccountService + AuthenticationServiceModule = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService" diff --git a/bin/config-include/StandaloneCommon.ini.example b/bin/config-include/StandaloneCommon.ini.example index 8931557..53f0da2 100644 --- a/bin/config-include/StandaloneCommon.ini.example +++ b/bin/config-include/StandaloneCommon.ini.example @@ -6,7 +6,7 @@ ; ; SQLite - Include-Storage = "config-include/storage/SQLiteStandalone.ini"; + ;Include-Storage = "config-include/storage/SQLiteStandalone.ini"; ; MySql ; Uncomment these lines if you want to use mysql storage @@ -33,6 +33,9 @@ ;StorageProvider = "OpenSim.Data.PGSQL.dll" ;ConnectionString = "Server=localhost;Database=opensim;User Id=opensim; password=***;" + StorageProvider = "${Const|DataProvider}" + ConnectionString = "${Const|ConnectionString}" + [Hypergrid] ; Uncomment the variables in this section only if you are in ; Hypergrid configuration. Otherwise, ignore. -- cgit v1.1