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