From c1ccfa6d8d335cff0f61a011354b251a5c17da2a Mon Sep 17 00:00:00 2001 From: Melanie Date: Wed, 15 Sep 2010 20:29:28 +0100 Subject: Mark up OpenSim.ini.example for use with an automatic configuration tool. Remove seldom changed options from OpenSim.ini.example. Remove non-overridable settings like [Architecture] from OpenSimDefaults.ini --- bin/OpenSim.ini.example | 686 +++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 685 insertions(+), 1 deletion(-) (limited to 'bin/OpenSim.ini.example') diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index 5d09faa..109e0aa 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example @@ -1 +1,685 @@ -;# Use this file to override the defaults +;; A note on the format of this file +;; +;; All leading white space is ignored, but preserved. +;; +;; Double semicolons denote a text comment +;; +;; ;# denotes a configuration directive description +;; formatted as: +;; {option} {depends on} {question to ask} {choices} default value +;; Any text comments following the declaration, up to the next blank line. +;; will be copied to the generated file. +;; 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 option. It is ignored. + +[Startup] + ;# {save_crashes} {} {Save crashes to disk?} {true false} false + ;; Set this to true if you want to log crashes to disk + ;; this can be useful when submitting bug reports. + ; save_crashes = false + + ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes + ;; Directory to save crashes to if above is enabled + ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt) + ; crash_dir = "crashes" + + ;# {PIDFile} {} {Path to PID file?} {} + ;; Place to create a PID file + ; PIDFile = "/tmp/my.pid" + + ;; 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="C:\somewhere\xmlfiles\" + + ;; 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"; + + ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} false + ;; Use terrain texture for maptiles if true, use shaded green if false + ; TextureOnMapTile = false + + ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false + ;; 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 + + ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256 + ;; Maximum size for non-physical prims + ; NonPhysicalPrimMax = 256 + + ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10 + ;; Maximum size where a prim can be physical + ; PhysicalPrimMax = 10 + + ;; Prevent the creation, import and rez of prims that exceed the + ;; maximum size. + ; ClampPrimSize = false + + ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} false + ;; Allow scripts to cross region boundaries. These are recompiled on the + ;; new region. + ; AllowScriptCrossing = false + + ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false + ;; 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 + + ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content!)} {true false} false + ;; Combine all contiguous regions into one large megaregion + ;; Order your regions from South to North, West to East in your regions.ini + ;; and then set this to true + ;; Warning! Don't use this with regions that have existing content!, + ;; This will likely break them + ; CombineContiguousRegions = false + + ;; 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 = false + + ;; 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 + + ;; Should avatars in neighbor sims see objects in this sim? + ; see_into_this_sim_from_neighbor = true + + ;# {physical_prim} {} {Allow prims to be physical?} {true false} true + ;; if you would like to allow prims to be physical and move by physics + ;; with the physical checkbox in the client set this to true. + ; 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 + + ;; Choose one of the physics engines below + ;; OpenDynamicsEngine is by some distance the most developed physics engine + ;; basicphysics effectively does not model physics at all, making all + ;; objects phantom + ; physics = OpenDynamicsEngine + ; physics = basicphysics + ; physics = POS + ; physics = modified_BulletX + + ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by space} {} DefaultPermissionsModule + ;; Permission modules to use, separated by space. + ; permissionmodules = "DefaultPermissionsModule" + + ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true + ;; These are the parameters for the default permissions module + ;; + ;; 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 false + ; serverside_object_permissions = false + + ;; This allows users with a UserLevel of 200 or more to assume god + ;; powers in the regions in this simulator. + ; allow_grid_gods = false + + ;; This allows some control over permissions + ;; please note that this still doesn't duplicate SL, and is not intended to + ; region_owner_is_god = true + ; region_manager_is_god = false + ; parcel_owner_is_god = true + + ;; Default script engine to use. Currently, we only have XEngine + ; DefaultScriptEngine = "XEngine" + + ;; Map tile options. You can choose to generate no map tiles at all, + ;; generate normal maptiles, or nominate an uploaded texture to + ;; be the map tile + ; GenerateMaptiles = "true" + + ;; If desired, a running region can update the map tiles periodically + ;; to reflect building activity. This names no sense of you don't have + ;; prims on maptiles. Value is in seconds. + ; MaptileRefresh = 0 + + ;; If not generating maptiles, use this static texture asset ID + ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000" + + ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false + ;; The email module requires some configuration. It needs an SMTP + ;; server to send mail through. + ; emailmodule = DefaultEmailModule + +[SMTP] + ;; The SMTP server enabled the email module to send email to external + ;; destinations. + + ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} true + ;; 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" + + ;# {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 + + ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {} + ;; Hostname to use in llRequestURL/llRequestSecureURL + ;; if not defined - default machine name is being used + ;; (on Windows this mean NETBIOS name - useably only inside local network) + ; ExternalHostNameForLSL = "127.0.0.1" + + ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim + ;; 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 + ;; The below is not commented for compatibility. + shard = "OpenSim" + + ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible) + ;; 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)" + +[ClientStack.LindenUDP] + ;; See OpensSimDefaults.ini for the throttle options. You can copy the + ;; relevant sections and override them here. + ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost + ;; with the next update! + + ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false + ;; 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. + ;; This is especially important in artistic builds that depend on lights + ;; on the build for their appearance, since facelights will cause the + ;; building's lights to possibly not be rendered. + ; DisableFacelights = "false" + +[Chat] + ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10 + ;; Distance in meters that whispers should travel. Default is 10m + ; whisper_distance = 10 + + ;# {say_distance} {} {Distance at which normal chat is heard, in meters? (SL uses 20 here)} {} 30 + ;; Distance in meters that ordinary chat should travel. Default is 30m + ; say_distance = 30 + + ;# {shout_distance} {Distance at which a shout is heard, in meters?} {} 100 + ;; Distance in meters that shouts should travel. Default is 100m + ; shout_distance = 100 + + +[Messaging] + ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule *} + ;; Module to handle offline messaging. The core module requires an external + ;; web service to do this. See OpenSim wiki. + ; OfflineMessageModule = OfflineMessageModule + + ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule} {URL of offline messaging service} {} + ;; URL of web service for offline message storage + ; OfflineMessageURL = http://yourserver/Offline.php + + ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule + ;; Mute list handler (not yet implemented). MUST BE SET to allow offline + ;; messages to work + ; MuteListModule = MuteListModule + + ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php + ;; URL of the web service that serves mute lists. Not currently used, but + ;; must be set to allow offline messaging to work. + ; MuteListURL = http://yourserver/Mute.php + + ;; Control whether group messages are forwarded to offline users. + ;; Default is true. + ;; This applies to the core groups module (Flotsam) only. + ; ForwardOfflineGroupMessages = true + + +[ODEPhysicsSettings] + ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true + ;; Do we want to mesh sculpted prim to collide like they look? + ; mesh_sculpted_prim = true + + ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false + ;; If you would like physics joints to be enabled through a special naming + ;; convention in the client, set this to true. + ;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics) + ; use_NINJA_physics_joints = false + + +[RemoteAdmin] + ;; This is the remote admin module, which uses XMLRPC requests to + ;; manage regions from a web interface. + + ;# {enabled} {} {Enable the remote admin interface?} {true false} false + ; enabled = false + + ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0 + ;; Set this to a nonzero value to have remote admin use a different port + ; port = 0 + + ;# {access_password} {enabled:true} {Password for the remote admin interface} {} + ;; This password is required to make any XMLRPC call (should be set as + ;; the "password" parameter) + ; access_password = "" + + ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false + ;; 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 + + ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} 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 + + ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all + ;; enable only those methods you deem to be appropriate using a | delimited + ;; whitelist. + ;; For example: + ;; enabled_methods = admin_broadcast|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, 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 = false + + ;; Path to default appearance XML file that specifies the look of the + ;; default avatars + ; default_appearance = default_appearance.xml + +[Wind] + ;# {enabled} {} {Enable wind module?} {true false} true + ;; Enables the wind module. Default is true + ;enabled = true + + ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150 + ;; 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 + + ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 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 + +[LightShare] + ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false + ;; 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. + ;; Currently we only have support for MySQL databases. + ; enable_windlight = false; + +[DataSnapshot] + ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false + ;; 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. + ; index_sims = false + + + ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum + ;; The variable data_exposure controls what the regions expose: + ;; minimum: exposes only things explicitly marked for search + ;; all: exposes everything + ; data_exposure = minimum + + ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid + ;; If search is on, change this to your grid name; will be ignored for + ;; standalones + ; gridname = "OSGrid" + + ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200 + ;; 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 = "DataSnapshot" + + ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py + ; This semicolon-separated string serves to notify specific data services + ; about the existence of this sim. Uncomment if you want to index your + ; data with this and/or other search providers. + ; data_services="http://metaverseink.com/cgi-bin/register.py" + + +[Economy] + ;; The economy module is not enabled by default and there is no easy, + ;; menu controlled way to do this. To enabled this module, insert + ;; economymodule = BetaGridLikeMoneyModule + ;; into the startup section (at the top of this file). + ;; Then configure the options below as needed. + + ;; Enables selling things for $0 + ; SellEnabled = "false" + + ;; Money Unit fee to upload textures, animations etc + ; PriceUpload = 0 + + ;; Money Unit fee to create groups + ; PriceGroupCreate = 0 + +[XEngine] + ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true + ;; 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 + + ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal + ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", + ;; "Highest") + ; Priority = "BelowNormal" + + ;; Maximum number of events to queue for a script (excluding timers) + ; MaxScriptEventQueue = 300 + + ;; Stack size per thread created + ; ThreadStackSize = 262144 + + ;; Set this to true (the default) 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 per-script overhead at the + ;; expense of reduced security and the inability to garbage collect the + ;; script assemblies + ; AppDomainLoading = true + + ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl + ;; Default language for scripts + ; DefaultCompileLanguage = "lsl" + + ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl + ;; List of allowed languages (lsl,vb,cs) + ;; AllowedCompilers=lsl,cs,js,vb. + ;; *warning*, non lsl languages have access to static methods such as + ;; System.IO.File. Enable at your own risk. + ; AllowedCompilers = "lsl" + + ;; Compile debug info (line numbers) into the script assemblies + ; CompileWithDebugInformation = 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 = false + + ;# {AllowOSFunctions} {Enabled:true} {Allow OSFunctions? (DANGEROUS!)} {true false} false + ;; Allow the use of os* functions (some are dangerous) + ; AllowOSFunctions = false + + ;# {AllowLightShareFunctions} {Enabled:true [LightShare]enable_windlight:true} {Allow LightShare functions?} {true false} true + ; Allow the user of LightShare functions + ; AllowLightShareFunctions = false + + ;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow + ;; Threat level to allow, one of None, VeryLow, Low, Moderate, High, + ;; VeryHigh, Severe + OSFunctionThreatLevel = VeryLow + + ;; Time a script can spend in an event handler before it is interrupted + ; EventLimit = 30 + + ;; If a script overruns it's event limit, kill the script? + ; KillTimedOutScripts = false + + ;; Sets the multiplier for the scripting delays + ; ScriptDelayFactor = 1.0 + + ;; The factor the 10 m distances llimits are multiplied by + ; ScriptDistanceLimitFactor = 1.0 + + ;; Maximum length of notecard line read + ;; Increasing this to large values potentially opens + ;; up the system to malicious scripters + ; NotecardLineReadCharsMax = 255 + + ;; Sensor settings + ; SensorMaxRange = 96.0 + ; SensorMaxResults = 16 + + ;; Disable underground movement of prims (default true); set to + ;; false to allow script controlled underground positioning of + ;; prims + ; DisableUndergroundMovement = true + +[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 + +[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 + + ;; FreeSWITCH server is going to contact us and ask us all sorts of things + ; freeswitch_server_user = freeswitch + ; freeswitch_server_pass = password + ; freeswitch_api_prefix = /api + + ;; external IP address of your OpenSim voice enabled region + ;; note: all regions running on same OpenSim.exe will be enabled + ; freeswitch_service_server = ip.address.of.your.sim + + ;; this should be the same port the region listens on + ; freeswitch_service_port = 9000 + ; freeswitch_realm = ip.address.of.freeswitch.server + ; freeswitch_sip_proxy = ip.address.of.freeswitch.server:5060 + + ;; 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 + ; freeswitch_attempt_stun = false + ; freeswitch_stun_server = ip.address.of.stun.server + ; freeswitch_echo_server = ip.address.of.freeswitch.server + ; freeswitch_echo_port = 50505 + ; freeswitch_well_known_ip = ip.address.of.freeswitch.server + + ;; Type the address of your http server here, hostname is allowed. + ;; This is provided so you can specify a hostname + ;; This is used by client for account verification. By default, it's the + ;; same as the freeswitch service server. + ; opensim_well_known_http_address = Address_Of_Your_SIM_HTTP_Server + + ;; Timeouts + ; freeswitch_default_timeout = 5000 + ; freeswitch_subscribe_retry = 120 + + ;; Misc + ; freeswitch_password_reset_url = + +[Groups] + ;# {Enabled} {} {Enable groups?} {true false} false + ;; Enables the groups module + ; Enabled = false + + ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {} Default + ;; This is the current groups stub in Region.CoreModules.Avatar.Groups. + ;; All the other settings below only really apply to the Flotsam/SimianGrid + ;; GroupsModule. + ;; 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 = Default + + + ;; Service connectors to the Groups Service. Select one depending on + ;; whether you're using a Flotsam XmlRpc backend or a SimianGrid backend + + ;# {ServicesConnectorModule} {Module:GroupsModule} {Service connector to use for groups?} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector} XmlRpcGroupsServicesConnector + ;; The service connector to use for the GroupsModule + ; ServicesConnectorModule = SimianGroupsServicesConnector + + ;# {GroupsServerURI} {Module:GroupsModule} {Groups Server URI?} {} + ;; URI for the groups services + ; GroupsServerURI = "" + + ;# {NoticesEnabled} {Module:GroupsModule} {Enable group notices?} {true false} true + ;; Enable Group Notices + ; NoticesEnabled = true + + ;; This makes the Groups modules very chatty on the console. + ; DebugEnabled = false + + ;; Specify which messaging module to use for groups messaging and if it's + ;; enabled + ; MessagingModule = GroupsMessagingModule + ; MessagingEnabled = true + + ;; XmlRpc Security settings. These must match those set on your backend + ;; groups service. + ; XmlRpcServiceReadKey = 1234 + ; XmlRpcServiceWriteKey = 1234 + +[InterestManagement] + ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness + ;; This section controls how state updates are prioritized for each client + ;; Valid values are BestAvatarResponsiveness, Time, Distance, + ;; SimpleAngularDistance, FrontBack + ; UpdatePrioritizationScheme = BestAvatarResponsiveness + +[MediaOnAPrim] + ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true + ;; Enable media on a prim facilities + ; Enabled = true; + +[Architecture] + ;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini + ;; Choose one of these architecture includes: + ;; 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" + ; Include-Architecture = "config-include/Standalone.ini" + + ;; Then choose + ;; config-include/StandaloneCommon.ini.example (if you're in standlone) OR + ;; config-include/GridCommon.ini.example (if you're connected to a grid) + ;; Copy to your own .ini there (without .example extension) and edit it + ;; to customize your data -- cgit v1.1