From 64dfe62fab804be64cc29cc0c821e7abac1d946d Mon Sep 17 00:00:00 2001 From: onefang Date: Sun, 19 May 2019 23:10:15 +1000 Subject: Make examples directory, and shuffle all the out of tree stuff into it. --- config/OpenSim.ini | 595 ----------------------------------------------------- 1 file changed, 595 deletions(-) delete mode 100644 config/OpenSim.ini (limited to 'config/OpenSim.ini') diff --git a/config/OpenSim.ini b/config/OpenSim.ini deleted file mode 100644 index be98354..0000000 --- a/config/OpenSim.ini +++ /dev/null @@ -1,595 +0,0 @@ -;; This is the main configuration file for OpenSimulator. - -;; See OpenSimDefaults.ini for the defaults, and more options. - -;; The settings in this file are in the form " = ". For example, -;; save_crashes = false in the [Startup] section below. -;; -;; All settings are initially commented out and the default value used, as -;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by -;; deleting the initial semicolon (;) and then change the value. This will -;; override the value in OpenSimDefaults.ini -;; -;; If you want to find out what configuration OpenSimulator has finished with -;; once all the configuration files are loaded then type "config show" on the -;; region console command line. -;; -;; -;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE -;; -;; All leading white space is ignored, but preserved. -;; -;; Double semicolons denote a text comment -;; -;; ;# 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 (NOTE: generation is not yet -;; implemented) -;; -;; A * in the choices list will allow an empty entry. -;; An empty question will set the default if the dependencies are -;; satisfied. -;; -;; ; denotes a commented out option. -;; Any options added to OpenSim.ini.example should be initially commented -;; out. - - -[Includes] - ; Define your server specific constants in this file. - Include-Common = config.ini - - -[Startup] - ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) " - ;; Console prompt - ;; Certain special characters can be used to customize the prompt - ;; Currently, these are - ;; \R - substitute region name - ;; \\ - substitute \ - ; ConsolePrompt = "Region (\R) " - - ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true - ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false) - ; ConsoleHistoryFileEnabled = true - - ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt - ;; 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" - - ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100 - ;; How many lines of command history should we keep? (default is 100) - ; ConsoleHistoryFileLines = 100 - - ; 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 - - ;# {MaxPrimUndos} {} {Maximum number of undos avialable for position, rotation and scale changes of each prim} {} 20 - ;; Increasing the number of undos available number will increase memory usage. - ; MaxPrimUndos = 20 - - ;# {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 - - ;; 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. - - ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60 - ;; Objects will be considered for persistance in the next sweep when they - ;; have not changed for this number of seconds. - ; MinimumTimeBeforePersistenceConsidered = 60 - - ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600 - ;; Objects will always be considered for persistance in the next sweep - ;; if the first change occurred this number of seconds ago. - ; MaximumTimeBeforePersistenceConsidered = 600 - - ;# {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. - - ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer - ;; 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. - ;; Default is Meshmerizer - ; meshing = Meshmerizer - ; meshing = ZeroMesher - - ;; Choose one of the physics engines below - ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim - ;; BulletSim is the default physics engine. It provides the best performance and most functionality. - ;; BulletSim supports varregions. - ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before. - ;; It continues to provide a workable physics implementation. It does not currently support varregions. - ;; basicphysics effectively does not model physics at all, making all objects phantom. - ;; Default is BulletSim - ; physics = OpenDynamicsEngine - ; physics = BulletSim - ; physics = basicphysics - ; physics = POS - - ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine - ;; Default script engine to use. Currently, we only have XEngine - ; DefaultScriptEngine = "XEngine" - - ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080 - ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if - ;; required - ; HttpProxy = "http://proxy.com:8080" - - ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {} - ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a - ;; list of regular expressions for URLs that you don't want to go through - ;; the proxy. - ;; For example, servers inside your firewall. - ;; Separate patterns with a ';' - ; HttpProxyExceptions = ".mydomain.com;localhost" - - ;# {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 - - ; Simulator statistics are output to the console periodically at debug level INFO. - ; Setting this to zero disables this output. - ; LogShowStatsSeconds = 0 - - ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest - ;; SpawnPointRouting adjusts the landing for incoming avatars. - ;; "closest" will place the avatar at the SpawnPoint located in the closest - ;; available spot to the destination (typically map click/landmark). - ;; "random" will place the avatar on a randomly selected spawnpoint; - ;; "sequence" will place the avatar on the next sequential SpawnPoint - ; SpawnPointRouting = closest - - ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false - ;; TelehubAllowLandmark allows users with landmarks to override telehub - ;; routing and land at the landmark coordinates when set to true - ;; default is false - ; TelehubAllowLandmark = false - - -[Map] - ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true - ;; Map tile options. - ;; If true, then maptiles are generated using the MapImageModule below. - ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden - ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need - ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/ - ; GenerateMaptiles = true - - ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule - ;; The module to use in order to generate map images. - ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can - ;; generate better images, but leaks memory. - ;MapImageModule = "MapImageModule" - MapImageModule = "Warp3DImageModule" - - ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0 - ;; 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. - ;; NOTE - the management scripts run a map generation after every sim backup. - ; MaptileRefresh = 0 - - ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000 - ;; If not generating maptiles, use this static texture asset ID - ;; This may be overridden on a per region basis in Regions.ini - ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000" - - -[Permissions] - ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false - ;; This allows users with a UserLevel of 200 or more to assume god - ;; powers in the regions in this simulator. - ; allow_grid_gods = true - - ;; This allows some control over permissions - ;; please note that this still doesn't duplicate SL, and is not intended to - ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true - ;; Allow region owners to assume god powers in their regions - ; region_owner_is_god = true - - ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false - ;; Allow region managers to assume god powers in regions they manage - ; region_manager_is_god = true - - ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true - ;; Allow parcel owners to assume god powers in their parcels - ; parcel_owner_is_god = false - - ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false - ;; More control over permissions - ;; This is definitely not SL! - ;; 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 - ; simple_build_permissions = false - - -[RegionReady] - ; - send an alert as json to a service - ; alert_uri = "http://myappserver.net/my_handler/" - - -[SMTP] - ;; The SMTP server enabled the email module to send email to external - ;; destinations. - - ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false - ;; Enable sending email via SMTP - ; enabled = false - - ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local - ; internal_object_host = lsl.opensim.local - - ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1 - ; host_domain_header_from = "127.0.0.1" - - ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20 - ; email_pause_time = 20 - - ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096 - ; email_max_size = 4096 - - ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1 - ; SMTP_SERVER_HOSTNAME = "127.0.0.1" - - ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25 - ; SMTP_SERVER_PORT = 25 - - ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {} - ; SMTP_SERVER_LOGIN = "" - - ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {} - ; SMTP_SERVER_PASSWORD = "" - - -[Network] - ;# {ConsoleUser} {} {User name for console account} {} - ;; Configure the remote console user here. This will not actually be used - ;; unless you use -console=rest at startup. - ; ConsoleUser = "Test" - ;# {ConsolePass} {} {Password for console account} {} - ; ConsolePass = "secret" - ;# {console_port} {} {Port for console connections} {} 0 - ; console_port = 0 - - ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN. - ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter. - ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below. - ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing. - ; - ; You can whitelist individual endpoints by IP or FQDN, e.g. - ; - ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003 - ; - ; You can specify multiple addresses by separating them with a bar. For example, - ; - ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000 - ; - ; If an address if given without a port number then port 80 is assumed - ; - ; You can also specify a network range in CIDR notation to whitelist, e.g. - ; - ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24 - ; - ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255 - ; To specify an individual IP address use the /32 netmask - ; - ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32 - ; - ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation - - ;# {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 = "${Const|HostName}" - - ;# {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)" - - ;; The follow 3 variables are for HTTP Basic Authentication for the Robust services. - ;; Use this if your central services in port 8003 need to be accessible on the Internet - ;; but you want to protect them from unauthorized access. The username and password - ;; here need to match the ones in the Robust service configuration. - ; AuthType = "BasicHttpAuthentication" - ; HttpAuthUsername = "some_username" - ; HttpAuthPassword = "some_password" - ;; - ;; Any of these 3 variables above can be overriden in any of the service sections. - - -[XMLRPC] - ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule - ;; If enabled and set to XmlRpcRouterModule, this will post an event, - ;; "xmlrpc_uri(string)" to the script concurrently with the first - ;; remote_data event. This will contain the fully qualified URI an - ;; external site needs to use to send XMLRPC requests to that script - ;; - ;; If enabled and set to XmlRpcGridRouterModule, newly created channels - ;; will be registered with an external service via a configured uri - ;XmlRpcRouterModule = "XmlRpcRouterModule" - - ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800 - ;XmlRpcPort = 20800 - - ;# {XmlRpcHubURI} {XmlRpcRouterModule} {URI for external service used to register xmlrpc channels created in the simulator. This depends on XmlRpcRouterModule being set to XmlRpcGridRouterModule} {} http://example.com - ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator - ;; will use this address to register xmlrpc channels on the external - ;; service - ; XmlRpcHubURI = http://example.com - - -[ClientStack.LindenUDP] - ;; 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 = true - - -[ClientStack.LindenCaps] - ;; For the long list of capabilities, see OpenSimDefaults.ini - ;; Here are the few ones you may want to change. Possible values - ;; are: - ;; "" -- empty, capability disabled - ;; "localhost" -- capability enabled and served by the simulator - ;; "" -- capability enabled and served by some other server - ;; - ; These are enabled by default to localhost. Change if you see fit. - Cap_GetTexture = "localhost" - Cap_GetMesh = "localhost" - Cap_AvatarPickerSearch = "localhost" - Cap_GetDisplayNames = "localhost" - - -[Chat] - ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10 - ;; Distance in meters that whispers should travel. - ; whisper_distance = 10 - - ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20 - ;; Distance in meters that ordinary chat should travel. - ; say_distance = 20 - - ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100 - ;; Distance in meters that shouts should travel. - ; shout_distance = 100 - - -[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 - - -[BulletSim] - ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true - ; AvatarToAvatarCollisionsByDefault = true - - ; Terrain implementation can use either Bullet's heightField or BulletSim can build - ; a mesh. 0=heightField, 1=mesh - ; TerrainImplementation = 1 - - -; 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 = 24 - ; Year length in days - ;year_length = 365 - ; Day to Night Ratio - ;day_night_offset = 1.0 - ; send a Sun update every update_interval # of frames. A lower number will - ; make for smoother sun transition at the cost of network - ;update_interval = 100 - - -[Wind] - ;# {enabled} {} {Enable wind module?} {true false} true - ;; Enables the wind module. - ;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 = 5.0 - ; var_direction = 30.0 - ; 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. - ; strength = 1.0 - - -[Cloud] - ; Enable this to generate classic particle clouds above the sim. - ; default is disabled - turn it on here - ;enabled = true - - ; Density of cloud cover 0.0 to 1.0 Defult 0.5 - ; density = 0.5 - - ; update interval for the cloud cover data returned by llCloud(). - ; default is 1000 - ; cloud_update_rate = 1000 - - -[LightShare] - ;# {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. - ;enable_windlight = true - - -[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" - - -[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 - - ;; New way of specifying data services, one per service - ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py" - - -[XEngine] - ;; 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 significantly improve script loading times. - ;; It will also reduce initial per-script memory overhead. - ;; - ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted. - ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region. - ;; Some Windows users have also reported script loading problems when AppDomainLoading = false - ; AppDomainLoading = true - - ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} 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 - - ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} 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 - - -[MRM] - ;; Enables the Mini Region Modules Script Engine. - ; 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 - - -[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 - ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim, - ;; uncomment Include-Architecture = "config-include/Standalone.ini" - ;; - ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/ - ;; that the referenced .ini file goes on to include. - ;; - ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy - ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before - ;; editing it to set the database and backend services that OpenSim will use. - ;; - ; Include-Architecture = "config-include/Standalone.ini" - ; Include-Architecture = "config-include/StandaloneHypergrid.ini" - ; Include-Architecture = "config-include/Grid.ini" - Include-Architecture = "config-include/GridHypergrid.ini" - ; Include-Architecture = "config-include/SimianGrid.ini" - ; Include-Architecture = "config-include/HyperSimianGrid.ini" -- cgit v1.1