Advertisement
Guest User

Untitled

a guest
Oct 4th, 2018
384
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 59.55 KB | None | 0 0
  1. ;; This is the main configuration file for OpenSimulator.
  2. ;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
  3. ;; If it's named OpenSim.ini.example then you will need to copy it to
  4. ;; OpenSim.ini first (if that file does not already exist)
  5. ;;
  6. ;; Once you have copied OpenSim.ini.example to OpenSim.ini you will at least
  7. ;; need to set the constants in the [Const] section and pick an architecture
  8. ;; in the [Architecture] section at the end of this file. The architecture
  9. ;; will require a suitable .ini file in the config-include directory, either
  10. ;; StandaloneCommon.ini or GridCommon.ini which you can copy and modify from the
  11. ;; available .example files.
  12. ;;
  13. ;; The settings in this file are in the form "<key> = <value>". For example,
  14. ;; save_crashes = false in the [Startup] section below.
  15. ;;
  16. ;; All settings are initially commented out and the default value used, as
  17. ;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
  18. ;; deleting the initial semicolon (;) and then change the value. This will
  19. ;; override the value in OpenSimDefaults.ini
  20. ;;
  21. ;; If you want to find out what configuration OpenSimulator has finished with
  22. ;; once all the configuration files are loaded then type "config show" on the
  23. ;; region console command line.
  24. ;;
  25. ;;
  26. ;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
  27. ;;
  28. ;; All leading white space is ignored, but preserved.
  29. ;;
  30. ;; Double semicolons denote a text comment
  31. ;;
  32. ;; ;# denotes a configuration directive description
  33. ;; formatted as:
  34. ;; {option} {depends on} {question to ask} {choices} default value
  35. ;; Any text comments following the declaration, up to the next blank line.
  36. ;; will be copied to the generated file (NOTE: generation is not yet
  37. ;; implemented)
  38. ;;
  39. ;; A * in the choices list will allow an empty entry.
  40. ;; An empty question will set the default if the dependencies are
  41. ;; satisfied.
  42. ;;
  43. ;; ; denotes a commented out option.
  44. ;; Any options added to OpenSim.ini.example should be initially commented
  45. ;; out.
  46.  
  47.  
  48. [Const]
  49. ; For a grid these will usually be the externally accessible IP/DNS
  50. ; name and use default public port 8002 and default private port 8003
  51. ; For a standalone this will usually be the externally accessible IP/DNS
  52. ; name and use default public port 9000. The private port is not used
  53. ; in the configuration for a standalone.
  54.  
  55. ;# {BaseHostname} {} {BaseHostname} {"example.com" "127.0.0.1"} "127.0.0.1"
  56. BaseHostname = "oasis.ravensnesthc.com"
  57.  
  58. ;# {BaseURL} {} {BaseURL} {"http://${Const|BaseHostname}} "http://${Const|BaseHostname}"
  59. BaseURL = http://${Const|BaseHostname}
  60.  
  61. ;# {PublicPort} {} {PublicPort} {8002 9000} "8002"
  62. PublicPort = "8002"
  63.  
  64. ;# {PrivatePort} {} {PrivatePort} {8003} "8003"
  65. ; port to access private grid services.
  66. ; grids that run all their regions should deny access to this port
  67. ; from outside their networks, using firewalls
  68. PrivatePort = "8003"
  69.  
  70. jOpensimURL = "https://oasis.ravensnesthc.com"
  71.  
  72. [Startup]
  73. ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
  74. ;; Console prompt
  75. ;; Certain special characters can be used to customize the prompt
  76. ;; Currently, these are
  77. ;; \R - substitute region name
  78. ;; \\ - substitute \
  79. ; ConsolePrompt = "Region (\R) "
  80.  
  81. ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
  82. ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
  83. ; ConsoleHistoryFileEnabled = true
  84.  
  85. ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
  86. ;; The history file can be just a filename (relative to OpenSim's bin/ directory
  87. ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
  88. ; ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
  89.  
  90. ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
  91. ;; How many lines of command history should we keep? (default is 100)
  92. ; ConsoleHistoryFileLines = 100
  93.  
  94. ;# {save_crashes} {} {Save crashes to disk?} {true false} false
  95. ;; Set this to true if you want to log crashes to disk
  96. ;; this can be useful when submitting bug reports.
  97. ;; However, this will only log crashes within OpenSimulator that cause the
  98. ;; entire program to exit
  99. ;; It will not log crashes caused by virtual machine failures, which
  100. ;; includes mono and ODE failures.
  101. ;; You will need to capture these native stack traces by recording the
  102. ;; session log itself.
  103. ; save_crashes = false
  104.  
  105. ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
  106. ;; Directory to save crashes to if above is enabled
  107. ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
  108. ; crash_dir = "crashes"
  109.  
  110. ;# {PIDFile} {} {Path to PID file?} {}
  111. ;; Place to create a PID file
  112. ; PIDFile = "/tmp/OpenSim.exe.pid"
  113.  
  114. ;# {RegistryLocation} {} {Addins Registry Location} {}
  115. ; Set path to directory for addin registry if you want addins outside of bin.
  116. ; Information about the registered repositories and installed plugins will
  117. ; be stored here. The OpenSim.exe process must have R/W access to the location.
  118. ; RegistryLocation = "."
  119.  
  120. ;# {ConfigDirectory} {} {Set path to directory for modular ini files} {}
  121. ; Used by region module addins. You can set this to outside bin, so that addin
  122. ; configurations will survive updates. The OpenSim.exe process must have R/W access
  123. ; to the location.
  124. ; ConfigDirectory = "."
  125.  
  126. ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
  127. ;; Determine where OpenSimulator looks for the files which tell it
  128. ;; which regions to server
  129. ;; Default is "filesystem"
  130. ; region_info_source = "filesystem"
  131. ; region_info_source = "web"
  132.  
  133. ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
  134. ;; Determines where the region XML files are stored if you are loading
  135. ;; these from the filesystem.
  136. ;; Defaults to bin/Regions in your OpenSimulator installation directory
  137. ; regionload_regionsdir="C:\somewhere\xmlfiles\"
  138.  
  139. ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
  140. ;; Determines the page from which regions xml is retrieved if you are
  141. ;; loading these from the web.
  142. ;; The XML here has the same format as it does on the filesystem
  143. ;; (including the <Root> tag), except that everything is also enclosed
  144. ;; in a <Regions> tag.
  145. ; regionload_webserver_url = "http://example.com/regions.xml"
  146.  
  147. ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
  148. ;; Allow the simulator to start up if there are no region configuration available
  149. ;; from the selected region_info_source.
  150. ; allow_regionless = false
  151.  
  152. ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
  153. ;; Minimum size for non-physical prims. Affects resizing of existing
  154. ;; prims. This can be overridden in the region config file (as
  155. ;; NonPhysicalPrimMin!).
  156. ; NonPhysicalPrimMin = 0.001
  157.  
  158. ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
  159. ;; Maximum size for non-physical prims. Affects resizing of existing
  160. ;; prims. This can be overridden in the region config file (as
  161. ;; NonPhysicalPrimMax!).
  162. ; NonPhysicalPrimMax = 256
  163.  
  164. ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
  165. ;; Minimum size where a prim can be physical. Affects resizing of
  166. ;; existing prims. This can be overridden in the region config file.
  167. ; PhysicalPrimMin = 0.01
  168.  
  169. ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
  170. ;; Maximum size where a prim can be physical. Affects resizing of
  171. ;; existing prims. This can be overridden in the region config file.
  172. ; PhysicalPrimMax = 64
  173.  
  174. ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
  175. ;; If a viewer attempts to rez a prim larger than the non-physical or
  176. ;; physical prim max, clamp the dimensions to the appropriate maximum
  177. ;; This can be overridden in the region config file.
  178. ; ClampPrimSize = false
  179.  
  180. ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
  181. ;; Maximum number of prims allowable in a linkset. Affects creating new
  182. ;; linksets. Ignored if less than or equal to zero.
  183. ;; This can be overridden in the region config file.
  184. ; LinksetPrims = 0
  185.  
  186. ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
  187. ;; Allow scripts to keep running when they cross region boundaries, rather
  188. ;; than being restarted. State is reloaded on the destination region.
  189. ;; This only applies when crossing to a region running in a different
  190. ;; simulator.
  191. ;; For crossings where the regions are on the same simulator the script is
  192. ;; always kept running.
  193. ; AllowScriptCrossing = true
  194.  
  195. ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
  196. ;; Allow compiled script binary code to cross region boundaries.
  197. ;; If you set this to "true", any region that can teleport to you can
  198. ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
  199. ;; YOU HAVE BEEN WARNED!!!
  200. ; TrustBinaries = false
  201.  
  202. ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
  203. ;; If you have only one region in an instance, or to avoid the many bugs
  204. ;; that you can trigger in modules by restarting a region, set this to
  205. ;; true to make the entire instance exit instead of restarting the region.
  206. ;; This is meant to be used on systems where some external system like
  207. ;; Monit will restart any instance that exits, thereby making the shutdown
  208. ;; into a restart.
  209. ; InworldRestartShutsDown = false
  210.  
  211. ;; Persistence of changed objects happens during regular sweeps. The
  212. ;; following control that behaviour to prevent frequently changing objects
  213. ;; from heavily loading the region data store.
  214. ;; If both of these values are set to zero then persistence of all changed
  215. ;; objects will happen on every sweep.
  216.  
  217. ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
  218. ;; Objects will be considered for persistance in the next sweep when they
  219. ;; have not changed for this number of seconds.
  220. ; MinimumTimeBeforePersistenceConsidered = 60
  221.  
  222. ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
  223. ;; Objects will always be considered for persistance in the next sweep
  224. ;; if the first change occurred this number of seconds ago.
  225. ; MaximumTimeBeforePersistenceConsidered = 600
  226.  
  227. ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
  228. ;; if you would like to allow prims to be physical and move by physics
  229. ;; with the physical checkbox in the client set this to true.
  230. ; physical_prim = true
  231.  
  232. ;; Select a mesher here.
  233. ;;
  234. ;; Meshmerizer properly handles complex prims by using triangle meshes.
  235. ;; Note that only the ODE physics engine currently deals with meshed
  236. ;; prims in a satisfactory way.
  237.  
  238. ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
  239. ;; ZeroMesher is faster but leaves the physics engine to model the mesh
  240. ;; using the basic shapes that it supports.
  241. ;; Usually this is only a box.
  242. ;; Default is Meshmerizer
  243. ; meshing = Meshmerizer
  244. ; meshing = ZeroMesher
  245. ;; select ubODEMeshmerizer only with ubOde physics engine
  246. ; meshing = ubODEMeshmerizer
  247.  
  248. ;; Choose one of the physics engines below
  249. ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
  250. ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
  251. ;; BulletSim supports varregions.
  252. ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
  253. ;; It continues to provide a workable physics implementation. It does not currently support varregions.
  254. ;; basicphysics effectively does not model physics at all, making all objects phantom.
  255. ;; Default is BulletSim
  256. ; physics = OpenDynamicsEngine
  257. ; physics = BulletSim
  258. ; physics = basicphysics
  259. ; physics = POS
  260. ;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
  261. ; physics = ubODE
  262.  
  263. ; ubODE and OpenDynamicsEngine does allocate a lot of memory on stack. On linux you may need to increase its limit
  264. ; script opensim-ode-sh starts opensim setting that limit. You may need to increase it even more on large regions
  265. ; edit the line ulimit -s 262144, and change this last value
  266.  
  267. ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
  268. ;; Default script engine to use. Currently, we only have XEngine
  269. ; DefaultScriptEngine = "XEngine"
  270.  
  271. ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
  272. ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
  273. ;; required
  274. ; HttpProxy = "http://proxy.com:8080"
  275.  
  276. ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
  277. ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
  278. ;; list of regular expressions for URLs that you don't want to go through
  279. ;; the proxy.
  280. ;; For example, servers inside your firewall.
  281. ;; Separate patterns with a ';'
  282. ; HttpProxyExceptions = ".mydomain.com;localhost"
  283.  
  284. ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
  285. ;; The email module requires some configuration. It needs an SMTP
  286. ;; server to send mail through.
  287. ; emailmodule = DefaultEmailModule
  288.  
  289. ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
  290. ;; SpawnPointRouting adjusts the landing for incoming avatars.
  291. ;; "closest" will place the avatar at the SpawnPoint located in the closest
  292. ;; available spot to the destination (typically map click/landmark).
  293. ;; "random" will place the avatar on a randomly selected spawnpoint.
  294. ;; "sequence" will place the avatar on the next sequential SpawnPoint.
  295. ; SpawnPointRouting = closest
  296.  
  297. ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
  298. ;; TelehubAllowLandmark allows users with landmarks to override telehub
  299. ;; routing and land at the landmark coordinates when set to true
  300. ;; default is false
  301. ; TelehubAllowLandmark = false
  302.  
  303.  
  304. [AccessControl]
  305. ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
  306. ;; Bar (|) separated list of viewers which may gain access to the regions.
  307. ;; One can use a substring of the viewer name to enable only certain
  308. ;; versions
  309. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  310. ;; - "Imprudence" has access
  311. ;; - "Imprudence 1.3" has access
  312. ;; - "Imprudence 1.3.1" has no access
  313. ; AllowedClients = ""
  314.  
  315. ;# {DeniedClients} {} {Bar (|) separated list of denied clients} {}
  316. ;; Bar (|) separated list of viewers which may not gain access to the regions.
  317. ;; One can use a Substring of the viewer name to disable only certain
  318. ;; versions
  319. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  320. ;; - "Imprudence" has no access
  321. ;; - "Imprudence 1.3" has no access
  322. ;; - "Imprudence 1.3.1" has access
  323. ;;
  324. ; DeniedClients = ""
  325.  
  326.  
  327. [Map]
  328. ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
  329. ;; Map tile options.
  330. ;; If true, then maptiles are generated using the MapImageModule below.
  331. ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
  332. ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
  333. ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
  334. ; GenerateMaptiles = true
  335.  
  336. ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
  337. ;; The module to use in order to generate map images.
  338. ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
  339. ;; generate better images.
  340. ;MapImageModule = "MapImageModule"
  341.  
  342. ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
  343. ;; If desired, a running region can update the map tiles periodically
  344. ;; to reflect building activity. This names no sense of you don't have
  345. ;; prims on maptiles. Value is in seconds.
  346. ; MaptileRefresh = 0
  347.  
  348. ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
  349. ;; If not generating maptiles, use this static texture asset ID
  350. ;; This may be overridden on a per region basis in Regions.ini
  351. ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
  352.  
  353. ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
  354. ;; Use terrain texture for maptiles if true, use shaded green if false
  355. ; TextureOnMapTile = true
  356.  
  357. ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
  358. ;; Draw objects on maptile. This step might take a long time if you've
  359. ;; got a large number of objects, so you can turn it off here if you'd like.
  360. ; DrawPrimOnMapTile = true
  361.  
  362. ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
  363. ;; Texture the faces of the prims that are rendered on the map tiles.
  364. ; TexturePrims = true
  365.  
  366. ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
  367. ;; Only texture prims that have a diagonal size greater than this number
  368. ; TexturePrimSize = 48
  369.  
  370. ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
  371. ;; Attempt to render meshes and sculpties on the map.
  372. ; RenderMeshes = false
  373.  
  374. ;# {MapColorWater} {} {Water color for textured and shaded maps} {"#1D475F"}
  375. ; MapColorWater = "#3399FF"
  376.  
  377. ;# {MapColor1} {} {Terrain color 1 for textured maps} {"#A58976"}
  378. ; MapColor1 = "#A58976"
  379.  
  380. ;# {MapColor2} {} {Terrain color 2 for textured maps} {"#455931"}
  381. ; MapColor2 = "#455931"
  382.  
  383. ;# {MapColor3} {} {Terrain color 3 for textured maps} {"#A29A8D"}
  384. ; MapColor3 = "#A29A8D"
  385.  
  386. ;# {MapColor4} {} {Terrain color 4 for textured maps} {"#C8C8C8"}
  387. ; MapColor4 = "#C8C8C8"
  388.  
  389.  
  390. [Permissions]
  391. ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
  392. ;; Permission modules to use, separated by comma.
  393. ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
  394. ; permissionmodules = DefaultPermissionsModule
  395.  
  396. ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
  397. ;; These are the parameters for the default permissions module
  398. ;;
  399. ;; If set to false, then, in theory, the server never carries out
  400. ;; permission checks (allowing anybody to copy
  401. ;; any item, etc. This may not yet be implemented uniformally.
  402. ;; If set to true, then all permissions checks are carried out
  403. ; serverside_object_permissions = true
  404.  
  405. ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
  406. ;; This allows users with a UserLevel of 200 or more to assume god
  407. ;; powers in the regions in this simulator.
  408. ; allow_grid_gods = false
  409.  
  410. ;; This allows some control over permissions
  411. ;; please note that this still doesn't duplicate SL, and is not intended to
  412. ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
  413. ;; Allow region owners to assume god powers in their regions
  414. ; region_owner_is_god = true
  415.  
  416. ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
  417. ;; Allow region managers to assume god powers in regions they manage
  418. ; region_manager_is_god = false
  419.  
  420. ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
  421. ;; More control over permissions
  422. ;; This is definitely not SL!
  423. ;; Provides a simple control for land owners to give build rights to
  424. ;; specific avatars in publicly accessible parcels that disallow object
  425. ;; creation in general.
  426. ;; Owners specific avatars by adding them to the Access List of the parcel
  427. ;; without having to use the Groups feature
  428. ; simple_build_permissions = false
  429.  
  430.  
  431. [Estates]
  432. ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
  433. ; If these values are uncommented then they will be used to create a default estate as necessary.
  434. ; New regions will be automatically assigned to that default estate.
  435.  
  436. ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
  437. ;; Name for the default estate
  438. ; DefaultEstateName = My Estate
  439.  
  440. ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
  441. ;; Name for default estate owner
  442. ; DefaultEstateOwnerName = FirstName LastName
  443.  
  444.  
  445. ; ** Standalone Estate Settings **
  446. ; The following parameters will only be used on a standalone system to
  447. ; create an estate owner that does not already exist
  448.  
  449. ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
  450. ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
  451. ;; UUID will be assigned. This is normally what you want
  452. ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
  453.  
  454. ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
  455. ;; Email address for the default estate owner
  456. ; DefaultEstateOwnerEMail = owner@domain.com
  457.  
  458. ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
  459. ;; Password for the default estate owner
  460. ; DefaultEstateOwnerPassword = password
  461.  
  462.  
  463. [SMTP]
  464. ;; The SMTP server enabled the email module to send email to external
  465. ;; destinations.
  466.  
  467. ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
  468. ;; Enable sending email via SMTP
  469. ; enabled = false
  470.  
  471. ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
  472. ; internal_object_host = lsl.opensim.local
  473.  
  474. ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
  475. ; host_domain_header_from = "127.0.0.1"
  476.  
  477. ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
  478. ; email_pause_time = 20
  479.  
  480. ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
  481. ; email_max_size = 4096
  482.  
  483. ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
  484. ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
  485.  
  486. ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
  487. ; SMTP_SERVER_PORT = 25
  488.  
  489. ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
  490. ; SMTP_SERVER_LOGIN = ""
  491.  
  492. ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
  493. ; SMTP_SERVER_PASSWORD = ""
  494.  
  495.  
  496. [Network]
  497. ;# {ConsoleUser} {} {User name for console account} {}
  498. ;; Configure the remote console user here. This will not actually be used
  499. ;; unless you use -console=rest at startup.
  500. ; ConsoleUser = "Test"
  501. ;# {ConsolePass} {} {Password for console account} {}
  502. ; ConsolePass = "secret"
  503. ;# {console_port} {} {Port for console connections} {} 0
  504. ; console_port = 0
  505.  
  506. ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
  507. ;; Simulator HTTP port. This is not the region port, but the port the
  508. ;; entire simulator listens on. This port uses the TCP protocol, while
  509. ;; the region ports use UDP.
  510. ; http_listener_port = 9000
  511.  
  512. ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
  513. ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
  514. ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
  515. ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
  516. ;
  517. ; You can whitelist individual endpoints by IP or FQDN, e.g.
  518. ;
  519. ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
  520. ;
  521. ; You can specify multiple addresses by separating them with a bar. For example,
  522. ;
  523. ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
  524. ;
  525. ; If an address if given without a port number then port 80 is assumed
  526. ;
  527. ; You can also specify a network range in CIDR notation to whitelist, e.g.
  528. ;
  529. ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
  530. ;
  531. ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
  532. ; To specify an individual IP address use the /32 netmask
  533. ;
  534. ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
  535. ;
  536. ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation
  537.  
  538. ;# {HttpBodyMaxLenMAX} {} {Maximum bytes allowed for HTTP_BODY_MAXLENGTH} {} 16384
  539. ;; By default, llHTTPRequest limits the response body to 2048 bytes.
  540. ;; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum
  541. ;; of HttpBodyMaxLenMAX bytes.
  542. ;; Please be aware that the limit can be set to insanely high values,
  543. ;; effectively removing any limitation. This will expose your sim to a
  544. ;; known attack. It is not recommended to set this limit higher than
  545. ;; the highest value that is actually needed by existing applications!
  546. ;; 16384 is the SL compatible value.
  547. ; HttpBodyMaxLenMAX=16384
  548.  
  549. ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
  550. ;; Hostname to use in llRequestURL/llRequestSecureURL
  551. ;; if not defined - llRequestURL/llRequestSecureURL are disabled
  552. ExternalHostNameForLSL = ${Const|BaseHostname}
  553.  
  554. ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
  555. ;; What is reported as the "X-Secondlife-Shard"
  556. ;; Defaults to the user server url if not set
  557. ;; The old default is "OpenSim", set here for compatibility
  558. ;; The below is not commented for compatibility.
  559. shard = "OpenSim"
  560.  
  561. ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
  562. ;; What is reported as the "User-Agent" when using llHTTPRequest
  563. ;; Defaults to not sent if not set here. See the notes section in the wiki
  564. ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
  565. ;; " (Mozilla Compatible)" to the text where there are problems with a
  566. ;; web server
  567. ; user_agent = "OpenSim LSL (Mozilla Compatible)"
  568.  
  569. ;; The following 3 variables are for HTTP Basic Authentication for the Robust services.
  570. ;; Use this if your central services in port 8003 need to be accessible on the Internet
  571. ;; but you want to protect them from unauthorized access. The username and password
  572. ;; here need to match the ones in the Robust service configuration.
  573. ; AuthType = "BasicHttpAuthentication"
  574. ; HttpAuthUsername = "some_username"
  575. ; HttpAuthPassword = "some_password"
  576. ;;
  577. ;; Any of these 3 variables above can be overriden in any of the service sections.
  578.  
  579.  
  580. [XMLRPC]
  581. ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
  582. ;; If enabled and set to XmlRpcRouterModule, this will post an event,
  583. ;; "xmlrpc_uri(string)" to the script concurrently with the first
  584. ;; remote_data event. This will contain the fully qualified URI an
  585. ;; external site needs to use to send XMLRPC requests to that script
  586. ;;
  587. ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
  588. ;; will be registered with an external service via a configured uri
  589. ;XmlRpcRouterModule = "XmlRpcRouterModule"
  590.  
  591. ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
  592. ;XmlRpcPort = 20800
  593.  
  594. ;# {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
  595. ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
  596. ;; will use this address to register xmlrpc channels on the external
  597. ;; service
  598. ; XmlRpcHubURI = http://example.com
  599.  
  600.  
  601. [ClientStack.LindenUDP]
  602. ;; See OpensSimDefaults.ini for the throttle options. You can copy the
  603. ;; relevant sections and override them here.
  604. ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
  605. ;; with the next update!
  606.  
  607. ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
  608. ;; Quash and remove any light properties from attachments not on the
  609. ;; hands. This allows flashlights and lanterns to function, but kills
  610. ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
  611. ;; will also be affected.
  612. ;; This is especially important in artistic builds that depend on lights
  613. ;; on the build for their appearance, since facelights will cause the
  614. ;; building's lights to possibly not be rendered.
  615. ; DisableFacelights = "false"
  616.  
  617.  
  618. [ClientStack.LindenCaps]
  619. ;; For the long list of capabilities, see OpenSimDefaults.ini
  620. ;; Here are the few ones you may want to change. Possible values
  621. ;; are:
  622. ;; "" -- empty, capability disabled
  623. ;; "localhost" -- capability enabled and served by the simulator
  624. ;; "<url>" -- capability enabled and served by some other server
  625. ;;
  626. ; These are enabled by default to localhost. Change if you see fit.
  627. Cap_GetTexture = "localhost"
  628. Cap_GetMesh = "localhost"
  629. Cap_AvatarPickerSearch = "localhost"
  630. Cap_GetDisplayNames = "localhost"
  631.  
  632.  
  633. [SimulatorFeatures]
  634. ;# {SearchServerURI} {} {URL of the search server} {}
  635. ;; Optional. If given this serves the same purpose as the grid wide
  636. ;; [LoginServices] SearchURL setting and will override that where
  637. ;; supported by viewers.
  638. ;SearchServerURI = "http://127.0.0.1:9000/"
  639.  
  640. ;# {DestinationGuideURI} {} {URL of the destination guide} {}
  641. ;; Optional. If given this serves the same purpose as the grid wide
  642. ;; [LoginServices] DestinationGuide setting and will override that where
  643. ;; supported by viewers.
  644. ;DestinationGuideURI = "http://127.0.0.1:9000/guide"
  645.  
  646.  
  647. [Chat]
  648. ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
  649. ;; Distance in meters that whispers should travel.
  650. ; whisper_distance = 10
  651.  
  652. ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
  653. ;; Distance in meters that ordinary chat should travel.
  654. ; say_distance = 20
  655.  
  656. ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
  657. ;; Distance in meters that shouts should travel.
  658. ; shout_distance = 100
  659.  
  660.  
  661. [EntityTransfer]
  662. ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
  663. ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
  664. ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
  665. ;DisableInterRegionTeleportCancellation = false
  666.  
  667. ;# {LandingPointBehavior} {} {How to honor landing points and telehubs for gods.} {LandingPointBehavior_OS LandingPointBehavior_SL} LandingPointBehavior_OS
  668. ;; This option exists to control the behavior of teleporting gods into places that have landing points
  669. ;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for
  670. ;; avatars with god permissions; SL lets gods land wherever they want.
  671. ;LandingPointBehavior = LandingPointBehavior_OS
  672.  
  673. [Messaging]
  674. ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
  675. ;; Module to handle offline messaging. The core module requires an external
  676. ;; web service to do this. See OpenSim wiki.
  677. ; OfflineMessageModule = OfflineMessageModule
  678. ;; Or, alternatively, use this one, which works for both standalones and grids
  679. ; OfflineMessageModule = "Offline Message Module V2"
  680. OfflineMessageModule = OfflineMessageModule
  681.  
  682. ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
  683. ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
  684. ; OfflineMessageURL = ${Const|BaseURL}/Offline.php
  685. ; OfflineMessageURL = ${Const|BaseURL}:${Const|PrivatePort}
  686. OfflineMessageURL = ${Const|jOpensimURL}/components/com_opensim/interface.php
  687.  
  688. ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
  689. ;; For standalones, this is the storage dll.
  690. ; StorageProvider = OpenSim.Data.MySQL.dll
  691.  
  692. ; Mute list handler
  693. ; the provided MuteListModule is just a Dummy
  694. ; you will need a external module for proper suport.
  695. ; if you keep both 2 following settings comment, viewers will use mutes in their caches
  696. ; if you uncoment both (url is ignored) the mutes will be deleted at login on this instance regions
  697. ; WARNING: viewers mutes cache seems to shared by all grids, including SL
  698. ; this may cause some confusion.
  699.  
  700. ;# {MuteListModule} {MuteListModule:MuteListModule} {} {} None
  701. ; MuteListModule = MuteListModule
  702. MuteListModule = MuteListModule
  703.  
  704. ;# {MuteListURL} {MuteListModule:MuteListModule} {} {} http://yourserver/Mute.php
  705. ; MuteListURL = http://yourserver/Mute.php
  706. MuteListURL = ${Const|jOpensimURL}/components/com_opensim/interface.php
  707.  
  708. ;; Control whether group invites and notices are stored for offline users.
  709. ;; Default is true.
  710. ;; This applies to both core groups module.
  711. ; ForwardOfflineGroupMessages = true
  712. ForwardOfflineGroupMessages = true
  713.  
  714. [BulletSim]
  715. ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
  716. AvatarToAvatarCollisionsByDefault = true
  717.  
  718.  
  719. [ODEPhysicsSettings]
  720. ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
  721. ;; Do we want to mesh sculpted prim to collide like they look?
  722. ;; If you are seeing sculpt texture decode problems
  723. ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
  724. ;; then you might want to try setting this to false.
  725. ; mesh_sculpted_prim = true
  726.  
  727. [RemoteAdmin]
  728. ;; This is the remote admin module, which uses XMLRPC requests to
  729. ;; manage regions from a web interface.
  730.  
  731. ;# {enabled} {} {Enable the remote admin interface?} {true false} false
  732. enabled = true
  733.  
  734. ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
  735. ;; Set this to a nonzero value to have remote admin use a different port
  736. port = 8020
  737. bind_ip_address = "127.0.0.1"
  738.  
  739. ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
  740. ;; This password is required to make any XMLRPC call (should be set as
  741. ;; the "password" parameter)
  742. access_password = "Nathan!924"
  743.  
  744. ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
  745. ;; List the IP addresses allowed to call RemoteAdmin
  746. ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
  747. ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
  748. ; access_ip_addresses =
  749.  
  750. ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
  751. ;; set this variable to true if you want the create_region XmlRpc
  752. ;; call to unconditionally enable voice on all parcels for a newly
  753. ;; created region
  754. ; create_region_enable_voice = false
  755.  
  756. ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
  757. ;; set this variable to false if you want the create_region XmlRpc
  758. ;; call to create all regions as private per default (can be
  759. ;; overridden in the XmlRpc call)
  760. ; create_region_public = false
  761.  
  762. ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
  763. ;; enable only those methods you deem to be appropriate using a | delimited
  764. ;; whitelist.
  765. ;; For example:
  766. ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
  767. ;; if this parameter is not specified but enabled = true, all methods
  768. ;; will be available
  769. enabled_methods = all
  770. ; enabled_methods = admin_broadcast, admin_create_region, admin_get_opensim_version
  771.  
  772. ;; specify the default appearance for an avatar created through the remote
  773. ;; admin interface
  774. ;; This will only take effect is the file specified by the
  775. ;; default_appearance setting below exists
  776. ; default_male = Default Male
  777. ; default_female = Default Female
  778.  
  779. ;; Update appearance copies inventory items and wearables of default
  780. ;; avatars. if this value is false, just worn assets are copied to the
  781. ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
  782. ;; The receiver will wear the same items the default avatar did wear.
  783. ; copy_folders = false
  784.  
  785. ;; Path to default appearance XML file that specifies the look of the
  786. ;; default avatars
  787. ; default_appearance = default_appearance.xml
  788.  
  789.  
  790. [Wind]
  791. ;# {enabled} {} {Enable wind module?} {true false} true
  792. ;; Enables the wind module.
  793. ; enabled = true
  794.  
  795. ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
  796. ;; How often should wind be updated, as a function of world frames.
  797. ;; Approximately 50 frames a second
  798. ; wind_update_rate = 150
  799.  
  800. ;; The Default Wind Plugin to load
  801. ; wind_plugin = SimpleRandomWind
  802.  
  803. ;; These settings are specific to the ConfigurableWind plugin
  804. ;; To use ConfigurableWind as the default, simply change wind_plugin
  805. ;; to ConfigurableWind and uncomment the following.
  806. ; avg_strength = 5.0
  807. ; avg_direction = 0.0
  808. ; var_strength = 5.0
  809. ; var_direction = 30.0
  810. ; rate_change = 1.0
  811.  
  812. ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
  813. ;; This setting is specific to the SimpleRandomWind plugin
  814. ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
  815. ; strength = 1.0
  816.  
  817.  
  818. [LightShare]
  819. ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
  820. ;; This enables the transmission of Windlight scenes to supporting clients,
  821. ;; such as the Meta7 viewer.
  822. ;; It has no ill effect on viewers which do not support server-side
  823. ;; windlight settings.
  824. ; enable_windlight = false
  825.  
  826.  
  827. [Materials]
  828. ;# {enable_materials} {} {Enable Materials support?} {true false} true
  829. ;; This enables the use of Materials.
  830. ; enable_materials = true
  831. ; MaxMaterialsPerTransaction = 50
  832.  
  833. [DataSnapshot]
  834. ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
  835. ;; The following set of configs pertains to search.
  836. ;; Set index_sims to true to enable search engines to index your
  837. ;; searchable data.
  838. ;; If false, no data will be exposed, DataSnapshot module will be off,
  839. ;; and you can ignore the rest of these search-related configs.
  840. index_sims = true
  841.  
  842. ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
  843. ;; The variable data_exposure controls what the regions expose:
  844. ;; minimum: exposes only things explicitly marked for search
  845. ;; all: exposes everything
  846. ; data_exposure = minimum
  847. data_exposure = all
  848.  
  849. ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
  850. ;; If search is on, change this to your grid name; will be ignored for
  851. ;; standalones
  852. ; gridname = "OSGrid"
  853.  
  854. ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
  855. ;; Period between data snapshots, in seconds. 20 minutes, for starters,
  856. ;; so that you see the initial changes fast.
  857. ;; Later, you may want to increase this to 3600 (1 hour) or more
  858. ; default_snapshot_period = 1200
  859.  
  860. ;; This will be created in bin, if it doesn't exist already. It will hold
  861. ;; the data snapshots.
  862. ; snapshot_cache_directory = "DataSnapshot"
  863.  
  864. ;; [Supported, but obsolete]
  865. ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
  866. ; This semicolon-separated string serves to notify specific data services
  867. ; about the existence of this sim. Uncomment if you want to index your
  868. ; data with this and/or other search providers.
  869. ; data_services="http://metaverseink.com/cgi-bin/register.py"
  870. data_services="${Const|jOpensimURL}/components/com_opensim/registersearch.php"
  871.  
  872. ;; New way of specifying data services, one per service
  873. ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
  874.  
  875. [Economy]
  876. ; the economy module in use
  877. ; To use other modules you need to override this setting
  878. ; economymodule = BetaGridLikeMoneyModule
  879.  
  880. ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
  881. ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
  882. ; There is no intention to implement anything further in core OpenSimulator.
  883. ; This functionality has to be provided by third party modules.
  884.  
  885. ;; Enables selling things for $0. Default is true.
  886. ; SellEnabled = true
  887.  
  888. ;# {PriceUpload} {} {Price for uploading?} {} 0
  889. ;; Money Unit fee to upload textures, animations etc. Default is 0.
  890. ; PriceUpload = 0
  891.  
  892. ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
  893. ;; Money Unit fee to create groups. Default is 0.
  894. ; PriceGroupCreate = 0
  895.  
  896.  
  897. [XEngine]
  898. ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
  899. ;; Enable this engine in this OpenSim instance
  900. ; Enabled = true
  901.  
  902. ;; How many threads to keep alive even if nothing is happening
  903. ; MinThreads = 2
  904.  
  905. ;; How many threads to start at maximum load
  906. ; MaxThreads = 100
  907.  
  908. ;; Time a thread must be idle (in seconds) before it dies
  909. ; IdleTimeout = 60
  910.  
  911. ;; llSetTimerEvent minimum value. Default 0.5s, 0.05s whould be more resonable
  912. ; MinTimerInterval = 0.5
  913.  
  914. ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
  915. ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
  916. ;; "Highest")
  917. ; Priority = "BelowNormal"
  918.  
  919. ;; Maximum number of events to queue for a script (excluding timers)
  920. ; MaxScriptEventQueue = 300
  921.  
  922. ;; Stack size per script engine thread in bytes.
  923. ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
  924. ;; The trade-off may be increased memory usage by the script engine.
  925. ; ThreadStackSize = 262144
  926.  
  927. ;; Set this to true to load each script into a separate
  928. ;; AppDomain.
  929. ;;
  930. ;; Setting this to false will load all script assemblies into the
  931. ;; current AppDomain, which will significantly improve script loading times.
  932. ;; It will also reduce initial per-script memory overhead.
  933. ;;
  934. ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
  935. ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
  936. ;; at this time some mono versions seem to have problems with the true option
  937. ;; so default is now false until a fix is found, to simply life of less technical skilled users.
  938. ;; this should only be a issue if regions stay alive for a long time with lots of scripts added or edited.
  939. AppDomainLoading = false
  940.  
  941. ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
  942. ;; co-op will be more stable but this option is currently experimental.
  943. ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
  944. ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
  945. ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
  946. ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
  947. ;; Current valid values are "abort" and "co-op"
  948. ; ScriptStopStrategy = co-op
  949.  
  950.  
  951. ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
  952. ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
  953. ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
  954. ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
  955. ;; by scripts have changed.
  956. DeleteScriptsOnStartup = false
  957.  
  958. ;# {CompactMemOnLoad} {} {compacts memory on each script load at startup?} {true false} false
  959. ;; forces calls to memory garbage collector before loading each script DLL during region startup.
  960. ;; Peak memory usage is reduced and region starts with a more compacted memory allocation.
  961. ;; But this costs a lot of time, so region load will take a lot longer.
  962. ;; it is more usefull if there are no previously compiled scripts DLLs (as with DeleteScriptsOnStartup = true)
  963. ;CompactMemOnLoad = false
  964.  
  965. ;; Compile debug info (line numbers) into the script assemblies
  966. ; CompileWithDebugInformation = true
  967.  
  968. ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section
  969.  
  970. ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
  971. ;; Time a script can spend in an event handler before it is interrupted
  972. ; EventLimit = 30
  973.  
  974. ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
  975. ;; If a script overruns it's event limit, kill the script?
  976. ; KillTimedOutScripts = false
  977.  
  978. ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
  979. ;; Sets the multiplier for the scripting delays
  980. ; ScriptDelayFactor = 1.0
  981.  
  982. ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
  983. ;; The factor the 10 m distances limits are multiplied by
  984. ; ScriptDistanceLimitFactor = 1.0
  985.  
  986. ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
  987. ;; Maximum length of notecard line read
  988. ;; Increasing this to large values potentially opens
  989. ;; up the system to malicious scripters
  990. ; NotecardLineReadCharsMax = 255
  991.  
  992. ;# {SensorMaxRange} {} {Sensor range} {} 96.0
  993. ;; Sensor settings
  994. ; SensorMaxRange = 96.0
  995. ;# {SensorMaxResults} {} {Max sensor results returned?} {}
  996. ; SensorMaxResults = 16
  997.  
  998. ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
  999. ;; Disable underground movement of prims (default true); set to
  1000. ;; false to allow script controlled underground positioning of
  1001. ;; prims
  1002. ; DisableUndergroundMovement = true
  1003.  
  1004. ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
  1005. ;; Path to script engine assemblies
  1006. ;; Default is ./bin/ScriptEngines
  1007. ; ScriptEnginesPath = "ScriptEngines"
  1008.  
  1009. [OSSL]
  1010. ;# {Include-osslEnable} {} {Include file for enabling and permissions for OSSL functions} {}
  1011. ;; Optionally include file to enable OSSL functions and set permissions on who can use which.
  1012. ;; If this INI file is not included, the OSSL functions are disabled.
  1013. Include-osslEnable = "config-include/osslEnable.ini"
  1014.  
  1015.  
  1016. [MRM]
  1017. ;; Enables the Mini Region Modules Script Engine.
  1018. ; Enabled = false
  1019.  
  1020. ;; Runs MRM in a Security Sandbox
  1021. ;; WARNING: DISABLING IS A SECURITY RISK.
  1022. ; Sandboxed = true
  1023.  
  1024. ;; The level sandbox to use, adjust at your OWN RISK.
  1025. ;; Valid values are:
  1026. ;; * FullTrust
  1027. ;; * SkipVerification
  1028. ;; * Execution
  1029. ;; * Nothing
  1030. ;; * LocalIntranet
  1031. ;; * Internet
  1032. ;; * Everything
  1033. ; SandboxLevel = "Internet"
  1034.  
  1035. ;; Only allow Region Owners to run MRMs
  1036. ;; May represent a security risk if you disable this.
  1037. ; OwnerOnly = true
  1038.  
  1039.  
  1040. [FreeSwitchVoice]
  1041. ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
  1042. ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
  1043. ; Enabled = false
  1044.  
  1045. ;; You need to load a local service for a standalone, and a remote service
  1046. ;; for a grid region. Use one of the lines below, as appropriate
  1047. ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
  1048. ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
  1049. ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
  1050.  
  1051. ;; If using a remote connector, specify the server URL
  1052. ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
  1053.  
  1054.  
  1055.  
  1056. [Groups]
  1057. ;# {Enabled} {} {Enable groups?} {true false} false
  1058. ;; Enables the groups module
  1059. Enabled = true
  1060.  
  1061. ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
  1062. ;; Minimum user level required to create groups
  1063. LevelGroupCreate = 0
  1064.  
  1065. ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
  1066. ;; The default module can use a PHP XmlRpc server from the Flotsam project at
  1067. ;; http://code.google.com/p/flotsam/
  1068. ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
  1069. ; Module = Default
  1070. ;; or... use Groups Module V2, which works for standalones and robust grids
  1071. ; Module = "Groups Module V2"
  1072. Module = GroupsModule
  1073.  
  1074. ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
  1075. StorageProvider = OpenSim.Data.MySQL.dll
  1076.  
  1077. ;# {ServicesConnectorModule} {Module:GroupsModule Module:Groups Module V2} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector "Groups Local Service Connector" "Groups Remote Service Connector" "Groups HG Service Connector"} XmlRpcGroupsServicesConnector
  1078. ;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
  1079. ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
  1080. ;; -- for Simian Groups use SimianGroupsServicesConnector
  1081. ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
  1082. ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
  1083. ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
  1084. ;; Note that the quotes "" around the words are important!
  1085. ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
  1086. ServicesConnectorModule = XmlRpcGroupsServicesConnector
  1087.  
  1088. ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
  1089. ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
  1090. LocalService = local
  1091.  
  1092. ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
  1093. ;; Used for V2 in Remote only.
  1094. ; SecretKey = ""
  1095.  
  1096. ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
  1097. ;; URI for the groups services of this grid
  1098. ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
  1099. ;; or http://mygridserver.com:82/Grid/ for SimianGrid
  1100. ;; or ${Const|BaseURL}:${Const|PrivatePort} for robust, V2
  1101. ;; Leave it commented for standalones, V2
  1102. ; GroupsServerURI = ""
  1103. GroupsServerURI = "${Const|jOpensimURL}/components/com_opensim/interface.php"
  1104.  
  1105. ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
  1106. ;; Used for V2 in HG only. For example
  1107. ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
  1108. ;; If you have this set under [Startup], no need to set it here, leave it commented
  1109. ; HomeURI = ""
  1110.  
  1111. ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
  1112. MessagingEnabled = true
  1113.  
  1114. ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
  1115. ; MessagingModule = GroupsMessagingModule
  1116. ; or use "Groups Messaging Module V2" for Groups V2
  1117. ; MessagingModule = "Groups Messaging Module V2"
  1118. MessagingModule = GroupsMessagingModule
  1119.  
  1120. ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
  1121. ;; Enable Group Notices
  1122. ; NoticesEnabled = true
  1123. NoticesEnabled = true
  1124.  
  1125. ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
  1126. ; Experimental option to only message online users rather than all users
  1127. ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
  1128. ; Applies Flotsam Group only. V2 has this always on, no other option
  1129. ; MessageOnlineUsersOnly = false
  1130.  
  1131. ;; This makes the Group module very chatty on the console.
  1132. DebugEnabled = false
  1133.  
  1134. ; This makes the Group Messaging module very chatty on the console.
  1135. ; DebugMessagingEnabled = false
  1136.  
  1137. ;; XmlRpc Security settings. These must match those set on your backend
  1138. ;; groups service if the service is using these keys
  1139. XmlRpcServiceReadKey = 1234
  1140. XmlRpcServiceWriteKey = 4321
  1141.  
  1142.  
  1143. [InterestManagement]
  1144. ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
  1145. ;; This section controls how state updates are prioritized for each client
  1146. ;; Valid values are BestAvatarResponsiveness, Time, Distance,
  1147. ;; SimpleAngularDistance, FrontBack
  1148. ; UpdatePrioritizationScheme = BestAvatarResponsiveness
  1149.  
  1150. ; TEST OPTION KEEP AS FALSE
  1151. ; if true, don't send object updates if outside view range
  1152. ; ObjectsCullingByDistance = false
  1153.  
  1154. [MediaOnAPrim]
  1155. ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
  1156. ;; Enable media on a prim facilities
  1157. Enabled = true
  1158.  
  1159.  
  1160. [NPC]
  1161. ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
  1162. Enabled = true
  1163.  
  1164. ;; several options to control NPCs creation
  1165.  
  1166. ;# {AllowNotOwned} {} {allow NPCs to be created not Owned} {true false} true
  1167. ;; allow NPCs to be created not Owned {true false} default: true
  1168. AllowNotOwned = true
  1169.  
  1170. ;# {AllowSenseAsAvatar} {} {allow NPCs to set to be sensed as Avatars} {true false} true
  1171. ;; allow NPCs to set to be sensed as Avatars {true false} default: true
  1172. AllowSenseAsAvatar = true
  1173.  
  1174. ;# {AllowCloneOtherAvatars} {} {allow NPCs to created cloning any avatar in region} {true false} true
  1175. ;; allow NPCs to created cloning any avatar in region {true false} default: true
  1176. AllowCloneOtherAvatars = true
  1177.  
  1178. ;# {NoNPCGroup} {} {if true NPCs will have no group title, if false display "- NPC -"} {true false} true
  1179. ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
  1180. ; NoNPCGroup = true
  1181.  
  1182.  
  1183. [Terrain]
  1184. ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
  1185. InitialTerrain = "pinhead-island"
  1186.  
  1187. [LandManagement]
  1188. ;; set this to false to not display parcel ban lines
  1189. ShowParcelBansLines = true
  1190.  
  1191. [UserProfiles]
  1192. ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
  1193. ;; Set the value of the url to your UserProfilesService
  1194. ;; If un-set / "" the module is disabled
  1195. ; ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}
  1196.  
  1197. ;# {AllowUserProfileWebURLs} {} {allow user profiles web urls} {true false} true
  1198. ;; set this to false to prevent your users to be sent to unknown
  1199. ;; web sites by other users on their profiles
  1200. AllowUserProfileWebURLs = true
  1201.  
  1202. [XBakes]
  1203. ;# {URL} {} {Set URL for Baked texture service} {}
  1204. ;; Sets the URL for the baked texture ROBUST service.
  1205. ;; Disabled when unset.
  1206. ;; URL = ${Const|BaseURL}:${Const|PrivatePort}
  1207.  
  1208. ;;
  1209. ;; Optional module to highlight God names in the viewer.
  1210. ;; Uncomment and customize appropriately if you want this behavior.
  1211. ;;
  1212. ;[GodNames]
  1213. ; Enabled = false
  1214. ; FullNames = "Test User, Foo Bar"
  1215. ; Surnames = "Kryztlsk"
  1216.  
  1217. [Search]
  1218.  
  1219. SearchURL = ${Const|jOpensimURL}/components/com_opensim/interface.php
  1220. searchPeople = false ; in case your people search returns double results
  1221. DebugMode = true
  1222.  
  1223.  
  1224.  
  1225. [Architecture]
  1226. ;# {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
  1227. ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
  1228. ;; uncomment Include-Architecture = "config-include/Standalone.ini"
  1229. ;;
  1230. ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
  1231. ;; that the referenced .ini file goes on to include.
  1232. ;;
  1233. ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
  1234. ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
  1235. ;; editing it to set the database and backend services that OpenSim will use.
  1236. ;;
  1237. ;Include-Architecture = "config-include/Standalone.ini"
  1238. ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
  1239. ; Include-Architecture = "config-include/Grid.ini"
  1240. Include-Architecture = "config-include/GridHypergrid.ini"
  1241. ; Include-Architecture = "config-include/SimianGrid.ini"
  1242. ; Include-Architecture = "config-include/HyperSimianGrid.ini"
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement