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;; 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 "<key> = <value>".  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
    ;;   "<url>" -- 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"