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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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