From 58783a5216b81863988110174229a65ceb315e1e Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Fri, 4 Nov 2016 00:46:34 +1000 Subject: Attempt to move everything writable, and the configs, out of the bin directory. Log configs are still in the bin directory. --- bin/OpenSimDefaults.ini | 2124 ----------------------------------------------- 1 file changed, 2124 deletions(-) delete mode 100644 bin/OpenSimDefaults.ini (limited to 'bin/OpenSimDefaults.ini') diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini deleted file mode 100644 index a99608c..0000000 --- a/bin/OpenSimDefaults.ini +++ /dev/null @@ -1,2124 +0,0 @@ -; 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). - -[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 = 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 = "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="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"; - - ;; 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 = true - - ; 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 - - ; Maximum size of non physical prims. Affects resizing of existing prims. This can be overridden in the region config file (as NonPhysicalPrimMax!). - NonPhysicalPrimMax = 256 - - ; Maximum size of physical prims. Affects resizing of existing prims. This can be overridden in the region config file. - PhysicalPrimMax = 64 - - ; 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 - - ; 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 - - ; 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 - - ; Extend the region's draw distance; 255m is the default which includes - ; one neighbor on each side of the current region, 767m would go three - ; neighbors on each side for a total of 49 regions in view. Warning, unless - ; all the regions have the same drawdistance, you will end up with strange - ; effects because the agents that get closed may be inconsistent. - DefaultDrawDistance = 255.0 - - ; 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 - - ; 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 - - ; The minimum proportion of a second that any particular frame can take to execute. - ; Only change this if you really know what you're doing, and be prepared to change UpdatePhysicsEveryNFrames - ; (and other Frames params) to match! For instance, halving MinFrameTime to 0.0445 require - ; UpdatePhysicsEveryNFrames = 2 unless you don't mind your avatar walking like Benny Hill. - MinFrameTime = 0.089 - - ; 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; - - ; Update physics. Within each update physics also updates in a series of contigous mini-steps - ; 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 - - ; 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 OpenDynamicsEngine - physics = BulletSim - ;physics = modified_BulletX - ;physics = OpenDynamicsEngine - ;physics = basicphysics - ;physics = POS - - ; ## - ; ## SCRIPT ENGINE - ; ## - - DefaultScriptEngine = "XEngine" - - ; ## - ; ## EMAIL MODULE - ; ## - - ;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) - - ; Simulator statistics are output to the console periodically at debug level INFO. - ; Setting this to zero disables this output. - ; LogShowStatsSeconds = 3600 - - ; 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 woth 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 - -[Map] - ;WorldMapModule = "WorldMap" - ;MapImageModule = "MapImageModule" - - ; World map blacklist timeout in seconds - ;BlacklistTimeout = 600 - - ; Set to false to not generate any maptiles - ;GenerateMaptiles = true - - ; 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 = 48 - - ; Attempt to render meshes and sculpties on the map - RenderMeshes = false; - -[Permissions] - ; ## - ; ## PERMISSIONS - ; ## - - ;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 - - allow_grid_gods = false - - ; This allows somne 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 - - ; 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 = -800 - - ; - disallow logins while scripts are loading - ; Instability can occur on regions with 100+ scripts if users enter before they have finished loading - login_disable = true - - ; - 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 - - -[UserProfiles] - ;# {ProfileURL} {} {Set url to UserProfilesService} {} - ;; Set the value of the url to your UserProfilesService - ;; If un-set / "" the module is disabled - ;; If the ProfileURL is not set, then very BASIC - ;; profile support will be configured. If the ProfileURL is set to a - ;; valid URL, then full profile support will be configured. The URL - ;; points to your grid's Robust user profiles service - ;; - ; ProfileURL = http://127.0.0.1:9000 - - -[SMTP] - enabled = false - - ;enabled = true - ;internal_object_host = lsl.opensim.local - ;host_domain_header_from = 127.0.0.1 - ;SMTP_SERVER_HOSTNAME = 127.0.0.1 - ;SMTP_SERVER_PORT = 25 - ;SMTP_SERVER_LOGIN = foo - ;SMTP_SERVER_PASSWORD = bar - - -[Network] - ConsoleUser = "Test" - ConsolePass = "secret" - http_listener_port = 9000 - console_port = 0 - - ; 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" - - ; 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 - - ; 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)" - - ; 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. - ; AllowedClients = "" - - ; Viewer-based access control. |-separated list of denied viewers. - ; No restrictions by default. - ; DeniedClients = "" - - -[ClientStack.LindenUDP] - ; Set this to true to process incoming packets asynchronously. Networking is - ; already separated from packet handling with a queue, so this will only - ; affect whether networking internals such as packet decoding and - ; acknowledgement accounting are done synchronously or asynchronously - ; Default is true. - ; - ;async_packet_handling = true - - ; 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 = false - - ; 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 - ;; - 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_HomeLocation = "" - 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" - - -[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 = 10 - - ; Distance in meters that ordinary chat should travel. Default is 20m - say_distance = 20 - - ; Distance in meters that shouts should travel. Default is 100m - shout_distance = 100 - -[EntityTransfer] - ; The maximum distance in regions that an agent is allowed to teleport - ; along the x or y axis. This is set to 65535 because current viewers - ; can't handle teleports that are greater than this distance - ; Setting to 0 will allow teleports of any distance - ; - max_distance = 65535 - - ; Allow avatars to cross into and out of the region. - AllowAvatarCrossing = true - - ; 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 - - -[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 = OfflineMessageModule - ; OfflineMessageURL = http://yourserver/Offline.php - ; MuteListModule = MuteListModule - ; MuteListURL = http://yourserver/Mute.php - - ; Control whether group messages are forwarded to offline users. Default is true. - ; 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 = false - - ; 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 = false - - ; Turning this on responds to CachedTexture packets to possibly avoid rebaking the avatar - ; on every login - ReuseTextures = false - - -[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 Collada mesh support - ; default is true - AllowMeshUpload = true - - ; if you use Meshmerizer and want collisions for meshies, setting this to true - ; will cause OpenSim to attempt to decode meshies assets, extract the physics - ; mesh, and use it for collisions. - UseMeshiesPhysicsMesh = true - - ; Minimum user level required to upload meshes - ;LevelUpload = 0 - - -[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 - ; - - ; 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. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically) - ; reference: fps = (0.089/ODE_STEPSIZE) * 1000; - world_stepsize = 0.0178 - world_internal_steps_without_collisions = 10 - - ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim - world_hashspace_size_low = -4 - world_hashSpace_size_high = 128 - - ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim - meters_in_small_space = 29.9 - small_hashspace_size_low = -4 - small_hashspace_size_high = 66 - - ; ## - ; ## 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_linux = 2200.0 - av_pid_proportional_linux = 900.0; - - av_pid_derivative_win = 2200.0 - av_pid_proportional_win = 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_win = 550000 - av_capsule_standup_tensor_linux = 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 - - ; amount of time a geom/body will try to cross a region border before it gets disabled - geom_crossing_failures_before_outofbounds = 5 - - ; 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 - - ; Used for llSetStatus. How rigid the object rotation is held on the axis specified - body_motor_joint_maxforce_tensor_linux = 5 - body_motor_joint_maxforce_tensor_win = 5 - - ; 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? - 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 - - ; ## - ; ## Joint support - ; ## - - ; If you would like physics joints to be enabled through a special naming - ; convention in the client, set this to true. - ; (See NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics) - ; Default is false - ;use_NINJA_physics_joints = true - - ; ## - ; ## additional meshing options - ; ## - - ; Physical collision mesh proxies are normally created for complex prim shapes, - ; and collisions for simple boxes and spheres are computed algorithmically. - ; If you would rather have mesh proxies for simple prims, you can set this to - ; true. Note that this will increase memory usage and region startup time. - ; Default is false. - ;force_simple_prim_meshing = true - - -[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 = false - - ; Terrain implementation can use either Bullet's heightField or BulletSim can build - ; a mesh. 0=heightField, 1=mesh - TerrainImplementation = 0 - ; 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 = 2 - - ; 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. - ;AvatarStepHeight = 0.6f ; The height, below which is considered a step collision. - ;AvatarStepAngle = 0.3f ; The angle from vertical (in radians) to consider a surface a step - ;AvatarStepApproachFactor = 2f ; Approach angle factor. O=straight on, .6=~45 degrees. - ;AvatarStepGroundFudge = 0.1f ; Fudge added to bottom of avatar below which step collisions happen - ;AvatarStepForceFactor = 0f ; Avatar is pushed up by its mass times this factor - ;AvatarStepUpCorrectionFactor = 0.8f ; Avatar is displaced up the collision height times this factor - ;AvatarStepSmoothingSteps = 1 ; 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] - 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 = false - - ; 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 bridge is experimental, so if it breaks... keep both parts... yada yada -; also, not good error detection when it fails -[IRC] - 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." - - -; The following settings control the progression of daytime -; in the Sim. The defaults are the same as the commented out settings -[Sun] - ; number of wall clock hours for an opensim day. 24.0 would mean realtime - ;day_length = 4 - ; Year length in days - ;year_length = 60 - ; Day to Night Ratio - ;day_night_offset = 0.45 - ; 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 = false - - ; 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 = false - - -[Trees] - ; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying - ; default is false - active_trees = false - - ; Density of tree population - tree_density = 1000.0 - - -[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 = false - - ; 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 = 1000 - - ; Maximum number of llListen events we allow per script - ; Set this to 0 to have no limit imposed. - max_listens_per_script = 64 - - ; 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 = false - - ; 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 - - ; Filter on parts instead of groups in llCastRay V3 if true - FilterPartsInLlCastRay = 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 = "OSGrid" - - ; 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" - - ; 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] - ; 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 = 100 - PriceObjectClaim = 10 - PricePublicObjectDecay = 4 - PricePublicObjectDelete = 4 - PriceParcelClaim = 1 - PriceParcelClaimFactor = 1 - - PriceRentLight = 5 - TeleportMinPrice = 2 - TeleportPriceExponent = 2 - EnergyEfficiency = 1 - PriceObjectRent = 1 - PriceObjectScaleFactor = 10 - PriceParcelRent = 1 - - -[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 = 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 - - ; 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. However, then it becomes your responsibility to delete the - ; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used - ; by scripts have changed. - ; DeleteScriptsOnStartup = 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 - - ; Default language for scripts - DefaultCompileLanguage = lsl - - ; List of allowed languages (lsl,vb,cs) - ; AllowedCompilers=lsl,cs,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 - - ; Allow the use of os* functions (some are dangerous) - AllowOSFunctions = false - - ; Allow the user of LightShare functions - AllowLightShareFunctions = false - - ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe - OSFunctionThreatLevel = VeryLow - - ; 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 = 30 - - ; If a script overruns it's event limit, kill the script? - KillTimedOutScripts = false - - ; 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; - - ; 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 - - ; Minimum settable timer interval. Any timer setting less than this is - ; rounded up to this minimum interval. - ; MinTimerInterval = 0.5 - - ; Sensor settings - SensorMaxRange = 96.0 - SensorMaxResults = 16 - - ; 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 = false - - ; Disable underground movement of prims (default true); set to - ; false to allow script controlled underground positioning of - ; prims - ; DisableUndergroundMovement = true - - ;; Path to script assemblies - ; ScriptEnginesPath = "ScriptEngines" - - -[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-" - - ; 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 - - -[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 = false - - ; 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 - - ; 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 - - ; Experimental option to only message cached online users rather than all users - ; Should make large group with few online members messaging faster, as the expense of more calls to ROBUST presence service - ; (Flotsam groups only; in V2 this is always on) - MessageOnlineUsersOnly = false - - ; 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, - ; this is a work around fora problem discovered on some Windows based region servers. - ; Only disable keep alive if you see a large number (dozens) of the following Exceptions: - ; System.Net.WebException: The request was aborted: The request was canceled. - ; XmlRpcDisableKeepAlive = false - - ; 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 - - ; 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 - - -[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=false - -[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 = 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 = true - ParcelLayerViewDistance = 128 - -;; -;; 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 = False - - ;; Enable direct access to the SOP dynamic attributes - EnableObjectStore = False - 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" - -- cgit v1.1