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[Startup]
    ; Set this to true if you want to log crashes to disk
    ; this can be useful when submitting bug reports.
    save_crashes = false

    ; Directory to save crashes to if above is enabled
    ; (eg default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
    crash_dir = "crashes"

    ; Http proxy support for llHTTPRequest and dynamic texture loading
    ; Set HttpProxy to the URL for your proxy server if you would like
    ; to proxy llHTTPRequests through a firewall
    ; HttpProxy = "http://proxy.com"
    ; Set HttpProxyExceptions to a list of regular expressions for 
    ; URLs that you don't want going through the proxy such as servers
    ; inside your firewall, separate patterns with a ';'
    ; HttpProxyExceptions = ".mydomain.com;localhost"

    ; Set this to true if you are connecting your OpenSimulator regions to a grid
    ; Set this to false if you are running OpenSimulator in standalone mode
    gridmode = false

    startup_console_commands_file = "startup_commands.txt"
    shutdown_console_commands_file = "shutdown_commands.txt"

    ; To run a script every few minutes, set the script filename here
    ; timer_Script = "filename"

    ; ##
    ; ## CLIENTS
    ; ##

    ; Enables EventQueueGet Service.
    EventQueue = true

    ; Set this to the DLL containig 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 <Root> tag),
    ; except that everything is also enclosed in a <Regions> tag.
    ; regionload_webserver_url = "http://example.com/regions.xml";

    ; Draw objects on maptile.   This step might take a long time if you've got a huge amount 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 = false

    ; Maximum total size, and maximum size where a prim can be physical
    NonPhysicalPrimMax = 256
    PhysicalPrimMax = 10
    ClampPrimSize = false

    ; Region crossing
    AllowScriptCrossing = false
    ; 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

    ; ##
    ; ## STORAGE
    ; ##

    ; *** Prim Storage - only leave one storage_plugin uncommented ***
    ; --- Null stores nothing - effectively disabling persistence:
    ;storage_plugin = "OpenSim.Data.Null.dll"

    ; --- To use sqlite as region storage:
    storage_plugin = "OpenSim.Data.SQLite.dll"
    storage_connection_string="URI=file:OpenSim.db,version=3";

    ; --- To use MySQL storage, supply your own connectionstring (this is only an example):
    ;     note that the supplied account needs create privilegies if you want it to auto-create needed tables.
    ; storage_plugin="OpenSim.Data.MySQL.dll"
    ; storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
    ; If you want to use a different database/server for estate data, then
    ; uncomment and change this connect string. Defaults to the above if not set
    ; estate_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";

    ; Select whether you want to use local or grid asset storage.
    ;
    ; If you're running in standalone, you definitely want local, since there is no grid (hence this is redundant, and should
    ; really be eliminated).  The database itself is defined in asset_plugin below
    ;
    ; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
    ; grid asset server.  If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
    ; locally.  This will mean you won't be able to take items using your assets to other people's regions.
    
    ; asset_database can be default, local or grid.  This controls where assets (textures, scripts, etc.) are stored for your region
    ; 
    ; If set to default, then
    ;   In standalone mode the local database based asset service will be used
    ;   In grid mode the grid asset service will be used for asset storage
    ;   This is probably the setting that you want.
    ;
    ; If set to local then the local database based asset service will be used in standalone and grid modes
    ; If set to grid then the grid based asset service will be used in standalone and grid modes
    ; All other values will cause a search for a matching assembly that contains an asset server client.
    ; See also: AssetCache
    asset_database = "default"   

    ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
    ; prevent frequently changing objects from heavily loading the region data store.
    ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
    ; 
    ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
    MinimumTimeBeforePersistenceConsidered = 60
    ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
    MaximumTimeBeforePersistenceConsidered = 600

    ; Should avatars in neighbor sims see objects in this sim?
    see_into_this_sim_from_neighbor = True

    ; ##
    ; ## PHYSICS
    ; ##

    ; 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. ZeroMesher is save and fast.
    ; ZeroMesher also means that the physics engine models the physics of prims
    ; sticking to the basic shapes the engine does support. Usually this is only a box.
    ; Meshmerizer gives a better handling of complex prims by using triangle meshes.
    ; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
    ;
    meshing = ZeroMesher
    ;meshing = Meshmerizer

    ; Choose one of the physics engines below
    physics = basicphysics
    ;physics = POS
    ;physics = OpenDynamicsEngine
    ;physics = modified_BulletX

    ; ##
    ; ## 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 false
    serverside_object_permissions = false

    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
    ;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

    ; ##
    ; ## SCRIPT ENGINE
    ; ##

    ;DefaultScriptEngine = "ScriptEngine.DotNetEngine"
    DefaultScriptEngine = "XEngine"

    ; ##
    ; ## WORLD MAP
    ; ##

    ;WorldMapModule = "WorldMap"
    ;MapImageModule = "MapImageModule"
	
    ; ##
    ; ## Customized Cache Implementation
    ; ##
    ;
    ; The AssetCache value allows the name of an alternative caching
    ; implementation to be specified. This can normally be omitted.
    ; This value corresponds to the provider value associated with the
    ; intended cache implementation plugin.
    ; See also: asset_database

    ; AssetCache = "OpenSim.Framework.Communications.Cache.AssetCache"

    ; ##
    ; ## EMAIL MODULE
    ; ##

    ;emailmodule = DefaultEmailModule

[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

[Communications]

;InterregionComms = "LocalComms"
InterregionComms = "RESTComms"

[StandAlone]
    accounts_authenticate = true
    welcome_message = "Welcome to OpenSimulator"

    ; Asset database provider
    asset_plugin = "OpenSim.Data.SQLite.dll"
    ; asset_plugin = "OpenSim.Data.MySQL.dll" ; for mysql
    ; asset_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate

    ; the Asset DB source.  This only works for sqlite, mysql, and nhibernate for now
    ; Asset source SQLite example
    asset_source = "URI=file:Asset.db,version=3"
    ; Asset Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
    ; asset_source = "SQLiteDialect;SqliteClientDriver;URI=file:Asset.db,version=3"
    ; Asset Source MySQL example
    ;asset_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"

    ; Inventory database provider
    inventory_plugin = "OpenSim.Data.SQLite.dll"
    ; inventory_plugin = "OpenSim.Data.MySQL.dll"
    ; inventory_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate

    ; Inventory source SQLite example
    inventory_source = "URI=file:inventoryStore.db,version=3"
    ; Inventory Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
    ; inventory_source = "SQLiteDialect;SqliteClientDriver;URI=file:Inventory.db,version=3"
    ; Inventory Source MySQL example
    ;inventory_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"

    ; User Data Database provider
    ;
    ; Multiple providers can be specified by separating them with commas (whitespace is unimportant)
    ; If multiple providers are specified then if a profile is requested, each is queried until one
    ; provides a valid profile, or until all providers have been queried.
    ; Unfortunately the order of querying is currently undefined (it may not be the order in which
    ; providers are specified here).  This needs to be fixed
    ;
    userDatabase_plugin = "OpenSim.Data.SQLite.dll"
    ; userDatabase_plugin = "OpenSim.Data.MySQL.dll"
    ; userDatabase_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate

    ; User source SQLite example
    user_source = "URI=file:userprofiles.db,version=3"
    ; User Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING)
    ; user_source = "SQLiteDialect;SqliteClientDriver;URI=file:User.db,version=3"
    ; User Source MySQL example
    ;user_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"

    ; Specifies the location and filename of the default inventory library control file.  The path can be relative or absolute
    ; Default is ./inventory/Libraries.xml
    LibrariesXMLFile="./inventory/Libraries.xml"
    
    ; Specifies the location and filename of the inventory library assets control file.  The path can be relative or absolute
    ; Setting is optional. Default is ./assets/AssetSets.xml
    AssetSetsXMLFile="./assets/AssetSets.xml"

    dump_assets_to_file = false


[ClientStack.LindenUDP]
    ; This is the multiplier applied to all client throttles for outgoing UDP network data
    ; If it is set to 1, then we obey the throttle settings as given to us by the client.  If it is set to 3, for example, then we 
    ; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we
    ; will actually push down data at a maximum rate of 750 kilobits per second).
    ; 
    ; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster
    ; than its UI allows the setting to go.  This may be okay in some situations, such as standalone OpenSim
    ; applications on a LAN.  However, the greater the multipler, the higher the risk of packet drop, resulting
    ; in symptoms such as missing terrain or objects.  A much better solution is to change the client UI to allow
    ; higher network bandwidth settings directly, though this isn't always possible.
    ;
    ; Currently this setting is 2 by default because we currently send much more texture data than is strictly
    ; necessary.  A setting of 1 could result in slow texture transfer.  This will be fixed when the transfer
    ; of textures at different levels of quality is improved.
    ; 
    ; Pre r7113, this setting was not exposed but was effectively 8.  You may want to try this if you encounter
    ; unexpected difficulties
    client_throttle_multiplier = 2;   







[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"

    ; This semicolon-separated string serves to notify specific data services about the existence 
    ; of this sim. Uncomment if you want to index your data with this and/or other search providers.
    ;data_services="http://metaverseink.com/cgi-bin/register.py"


[OpenGridProtocol]
    ;These are the settings for the Open Grid Protocol..  the Agent Domain, Region Domain,   you know..
    ;On/true or Off/false
    ogp_enabled=false

    ;Name Prefix/suffix when using OGP
    ogp_firstname_prefix=""
    ogp_lastname_suffix="_EXTERNAL"