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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. ; this section defines constants for grid services
  50. ; to simplify other configuration files default settings
  51.  
  52. ;# {BaseHostname} {} {BaseHostname} {"example.com" "127.0.0.1"} "127.0.0.1"
  53. BaseHostname = "meine.sub..domain.de"
  54.  
  55. ;# {BaseURL} {} {BaseURL} {"http://${Const|BaseHostname}} "http://${Const|BaseHostname}"
  56. BaseURL = http://${Const|BaseHostname}
  57.  
  58. ;# {PublicPort} {} {PublicPort} {8002 9000} "8002"
  59. PublicPort = "8002"
  60.  
  61. ;grid default private port 8003, not used in standalone
  62. ;# {PrivatePort} {} {PrivatePort} {8003} "8003"
  63. ; port to access private grid services.
  64. ; grids that run all their regions should deny access to this port
  65. ; from outside their networks, using firewalls
  66. PrivatePort = "8003"
  67.  
  68. [Startup]
  69. ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
  70. ;; Console prompt
  71. ;; Certain special characters can be used to customize the prompt
  72. ;; Currently, these are
  73. ;; \R - substitute region name
  74. ;; \\ - substitute \
  75. ; ConsolePrompt = "Region (\R) "
  76.  
  77. ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
  78. ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
  79. ; ConsoleHistoryFileEnabled = true
  80.  
  81. ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
  82. ;; The history file can be just a filename (relative to OpenSim's bin/ directory
  83. ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
  84. ; ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
  85.  
  86. ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
  87. ;; How many lines of command history should we keep? (default is 100)
  88. ; ConsoleHistoryFileLines = 100
  89.  
  90. ;# {ConsoleHistoryTimeStamp} {} {Time stamp commands in history file} {} false
  91. ;; Time stamp commands in history file (default false)
  92. ; ConsoleHistoryTimeStamp = false
  93.  
  94. ;# {save_crashes} {} {Save crashes to disk?} {true false} false
  95. ;; Set this to true if you want to log crashes to disk
  96. ;; this can be useful when submitting bug reports.
  97. ;; However, this will only log crashes within OpenSimulator that cause the
  98. ;; entire program to exit
  99. ;; It will not log crashes caused by virtual machine failures, which
  100. ;; includes mono and ODE failures.
  101. ;; You will need to capture these native stack traces by recording the
  102. ;; session log itself.
  103. ; save_crashes = false
  104.  
  105. ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
  106. ;; Directory to save crashes to if above is enabled
  107. ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
  108. ; crash_dir = "crashes"
  109.  
  110. ;# {PIDFile} {} {Path to PID file?} {}
  111. ;; Place to create a PID file
  112. ; PIDFile = "/tmp/OpenSim.exe.pid"
  113.  
  114. ;# {RegistryLocation} {} {Addins Registry Location} {}
  115. ; Set path to directory for addin registry if you want addins outside of bin.
  116. ; Information about the registered repositories and installed plugins will
  117. ; be stored here. The OpenSim.exe process must have R/W access to the location.
  118. ; RegistryLocation = "."
  119.  
  120. ;# {ConfigDirectory} {} {Set path to directory for modular ini files} {}
  121. ; Used by region module addins. You can set this to outside bin, so that addin
  122. ; configurations will survive updates. The OpenSim.exe process must have R/W access
  123. ; to the location.
  124. ; ConfigDirectory = "."
  125.  
  126. ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
  127. ;; Determine where OpenSimulator looks for the files which tell it
  128. ;; which regions to server
  129. ;; Default is "filesystem"
  130. ; region_info_source = "filesystem"
  131. ; region_info_source = "web"
  132.  
  133. ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
  134. ;; Determines where the region XML files are stored if you are loading
  135. ;; these from the filesystem.
  136. ;; Defaults to bin/Regions in your OpenSimulator installation directory
  137. ; regionload_regionsdir="C:\somewhere\xmlfiles\"
  138.  
  139. ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
  140. ;; Determines the page from which regions xml is retrieved if you are
  141. ;; loading these from the web.
  142. ;; The XML here has the same format as it does on the filesystem
  143. ;; (including the <Root> tag), except that everything is also enclosed
  144. ;; in a <Regions> tag.
  145. ; regionload_webserver_url = "http://example.com/regions.xml"
  146.  
  147. ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
  148. ;; Allow the simulator to start up if there are no region configuration available
  149. ;; from the selected region_info_source.
  150. ; allow_regionless = false
  151.  
  152. ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
  153. ;; Minimum size for non-physical prims. Affects resizing of existing
  154. ;; prims. This can be overridden in the region config file (as
  155. ;; NonPhysicalPrimMin!).
  156. ; NonPhysicalPrimMin = 0.001
  157.  
  158. ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
  159. ;; Maximum size for non-physical prims. Affects resizing of existing
  160. ;; prims. This can be overridden in the region config file (as
  161. ;; NonPhysicalPrimMax!).
  162. ; NonPhysicalPrimMax = 256
  163.  
  164. ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
  165. ;; Minimum size where a prim can be physical. Affects resizing of
  166. ;; existing prims. This can be overridden in the region config file.
  167. ; PhysicalPrimMin = 0.01
  168.  
  169. ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
  170. ;; Maximum size where a prim can be physical. Affects resizing of
  171. ;; existing prims. This can be overridden in the region config file.
  172. ; PhysicalPrimMax = 64
  173.  
  174. ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
  175. ;; If a viewer attempts to rez a prim larger than the non-physical or
  176. ;; physical prim max, clamp the dimensions to the appropriate maximum
  177. ;; This can be overridden in the region config file.
  178. ; ClampPrimSize = false
  179.  
  180. ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
  181. ;; Maximum number of prims allowable in a linkset. Affects creating new
  182. ;; linksets. Ignored if less than or equal to zero.
  183. ;; This can be overridden in the region config file.
  184. ; LinksetPrims = 0
  185.  
  186. ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
  187. ;; Allow scripts to keep running when they cross region boundaries, rather
  188. ;; than being restarted. State is reloaded on the destination region.
  189. ;; This only applies when crossing to a region running in a different
  190. ;; simulator.
  191. ;; For crossings where the regions are on the same simulator the script is
  192. ;; always kept running.
  193. ; AllowScriptCrossing = true
  194.  
  195. ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
  196. ;; Allow compiled script binary code to cross region boundaries.
  197. ;; If you set this to "true", any region that can teleport to you can
  198. ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
  199. ;; YOU HAVE BEEN WARNED!!!
  200. ; TrustBinaries = false
  201.  
  202. ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
  203. ;; If you have only one region in an instance, or to avoid the many bugs
  204. ;; that you can trigger in modules by restarting a region, set this to
  205. ;; true to make the entire instance exit instead of restarting the region.
  206. ;; This is meant to be used on systems where some external system like
  207. ;; Monit will restart any instance that exits, thereby making the shutdown
  208. ;; into a restart.
  209. ; InworldRestartShutsDown = false
  210.  
  211. ;; Persistence of changed objects happens during regular sweeps. The
  212. ;; following control that behaviour to prevent frequently changing objects
  213. ;; from heavily loading the region data store.
  214. ;; If both of these values are set to zero then persistence of all changed
  215. ;; objects will happen on every sweep.
  216.  
  217. ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
  218. ;; Objects will be considered for persistance in the next sweep when they
  219. ;; have not changed for this number of seconds.
  220. ; MinimumTimeBeforePersistenceConsidered = 60
  221.  
  222. ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
  223. ;; Objects will always be considered for persistance in the next sweep
  224. ;; if the first change occurred this number of seconds ago.
  225. ; MaximumTimeBeforePersistenceConsidered = 600
  226.  
  227. ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
  228. ;; if you would like to allow prims to be physical and move by physics
  229. ;; with the physical checkbox in the client set this to true.
  230. ; physical_prim = true
  231.  
  232. ;; Select a mesher here.
  233. ;;
  234. ;; Meshmerizer properly handles complex prims by using triangle meshes.
  235. ;; Note that only the ODE physics engine currently deals with meshed
  236. ;; prims in a satisfactory way.
  237.  
  238. ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
  239. ;; ZeroMesher is faster but leaves the physics engine to model the mesh
  240. ;; using the basic shapes that it supports.
  241. ;; Usually this is only a box.
  242. ;; Default is Meshmerizer
  243. ; meshing = Meshmerizer
  244. ; meshing = ZeroMesher
  245. ;; select ubODEMeshmerizer only with ubOde physics engine
  246. ; meshing = ubODEMeshmerizer
  247.  
  248. ;; Choose one of the physics engines below
  249. ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
  250. ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
  251. ;; BulletSim supports varregions.
  252. ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
  253. ;; It continues to provide a workable physics implementation. It does not currently support varregions.
  254. ;; basicphysics effectively does not model physics at all, making all objects phantom.
  255. ;; Default is BulletSim
  256. ; physics = OpenDynamicsEngine
  257. ; physics = BulletSim
  258. ; physics = basicphysics
  259. ; physics = POS
  260. ;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
  261. ; physics = ubODE
  262.  
  263. ; ubODE and OpenDynamicsEngine does allocate a lot of memory on stack. On linux you may need to increase its limit
  264. ; script opensim-ode-sh starts opensim setting that limit. You may need to increase it even more on large regions
  265. ; edit the line ulimit -s 262144, and change this last value
  266.  
  267. ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
  268. ;; Default script engine to use (Xengine if all commented)
  269. ; DefaultScriptEngine = "XEngine"
  270. ;; ***DANGER***DANGER***
  271. ;; experimental engine
  272. ;; see section [YEngine} below
  273. ; DefaultScriptEngine = "YEngine"
  274.  
  275. ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
  276. ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
  277. ;; required
  278. ; HttpProxy = "http://proxy.com:8080"
  279.  
  280. ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
  281. ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
  282. ;; list of regular expressions for URLs that you don't want to go through
  283. ;; the proxy.
  284. ;; For example, servers inside your firewall.
  285. ;; Separate patterns with a ';'
  286. ; HttpProxyExceptions = ".mydomain.com;localhost"
  287.  
  288. ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
  289. ;; The email module requires some configuration. It needs an SMTP
  290. ;; server to send mail through.
  291. ; emailmodule = DefaultEmailModule
  292.  
  293. ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
  294. ;; SpawnPointRouting adjusts the landing for incoming avatars.
  295. ;; "closest" will place the avatar at the SpawnPoint located in the closest
  296. ;; available spot to the destination (typically map click/landmark).
  297. ;; "random" will place the avatar on a randomly selected spawnpoint.
  298. ;; "sequence" will place the avatar on the next sequential SpawnPoint.
  299. ; SpawnPointRouting = closest
  300.  
  301. ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
  302. ;; TelehubAllowLandmark allows users with landmarks to override telehub
  303. ;; routing and land at the landmark coordinates when set to true
  304. ;; default is false
  305. ; TelehubAllowLandmark = false
  306.  
  307.  
  308. ;; SSL certificate validation options
  309. ;; you can allow selfsigned certificates or no official CA with next option set to true
  310. ;# {NoVerifyCertChain} {} {do not verify SSL Cert Chain} {true false} true
  311. ; NoVerifyCertChain = true
  312.  
  313. ;; you can also bypass the hostname or domain verification
  314. ;# {NoVerifyCertHostname} {} {do not verify SSL Cert name versus peer name} {true false} true
  315. ; NoVerifyCertHostname = true
  316. ;; having both options true does provide encryption but with low security
  317. ;; set both true if you don't care to use SSL, they are needed to contact regions or grids that do use it.
  318.  
  319. [AccessControl]
  320. ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
  321. ;; Bar (|) separated list of viewers which may gain access to the regions.
  322. ;; One can use a substring of the viewer name to enable only certain
  323. ;; versions
  324. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  325. ;; - "Imprudence" has access
  326. ;; - "Imprudence 1.3" has access
  327. ;; - "Imprudence 1.3.1" has no access
  328. ; AllowedClients = ""
  329.  
  330. ;# {DeniedClients} {} {Bar (|) separated list of denied clients} {}
  331. ;; Bar (|) separated list of viewers which may not gain access to the regions.
  332. ;; One can use a Substring of the viewer name to disable only certain
  333. ;; versions
  334. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  335. ;; - "Imprudence" has no access
  336. ;; - "Imprudence 1.3" has no access
  337. ;; - "Imprudence 1.3.1" has access
  338. ;;
  339. ; DeniedClients = ""
  340.  
  341.  
  342. [Map]
  343. ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
  344. ;; Map tile options.
  345. ;; If true, then maptiles are generated using the MapImageModule below.
  346. ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
  347. ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
  348. ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
  349. ; GenerateMaptiles = true
  350.  
  351. ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
  352. ;; The module to use in order to generate map images.
  353. ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
  354. ;; generate better images.
  355. ;MapImageModule = "MapImageModule"
  356.  
  357. ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
  358. ;; If desired, a running region can update the map tiles periodically
  359. ;; to reflect building activity. This names no sense of you don't have
  360. ;; prims on maptiles. Value is in seconds.
  361. ; MaptileRefresh = 0
  362.  
  363. ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
  364. ;; If not generating maptiles, use this static texture asset ID
  365. ;; This may be overridden on a per region basis in Regions.ini
  366. ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
  367.  
  368. ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
  369. ;; Use terrain texture for maptiles if true, use shaded green if false
  370. ; TextureOnMapTile = true
  371.  
  372. ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
  373. ;; Draw objects on maptile. This step might take a long time if you've
  374. ;; got a large number of objects, so you can turn it off here if you'd like.
  375. ; DrawPrimOnMapTile = true
  376.  
  377. ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
  378. ;; Texture the faces of the prims that are rendered on the map tiles.
  379. ; TexturePrims = true
  380.  
  381. ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
  382. ;; Only texture prims that have a diagonal size greater than this number
  383. ; TexturePrimSize = 48
  384.  
  385. ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
  386. ;; Attempt to render meshes and sculpties on the map.
  387. ; RenderMeshes = false
  388.  
  389. ;# {MapColorWater} {} {Water color for textured and shaded maps} {"#1D475F"}
  390. ; MapColorWater = "#3399FF"
  391.  
  392. ;# {MapColor1} {} {Terrain color 1 for textured maps} {"#A58976"}
  393. ; MapColor1 = "#A58976"
  394.  
  395. ;# {MapColor2} {} {Terrain color 2 for textured maps} {"#455931"}
  396. ; MapColor2 = "#455931"
  397.  
  398. ;# {MapColor3} {} {Terrain color 3 for textured maps} {"#A29A8D"}
  399. ; MapColor3 = "#A29A8D"
  400.  
  401. ;# {MapColor4} {} {Terrain color 4 for textured maps} {"#C8C8C8"}
  402. ; MapColor4 = "#C8C8C8"
  403.  
  404.  
  405. [Permissions]
  406. ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
  407. ;; Permission modules to use, separated by comma.
  408. ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
  409. ; permissionmodules = DefaultPermissionsModule
  410.  
  411. ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
  412. ;; These are the parameters for the default permissions module
  413. ;;
  414. ;; If set to false, then, in theory, the server never carries out
  415. ;; permission checks (allowing anybody to copy
  416. ;; any item, etc. This may not yet be implemented uniformally.
  417. ;; If set to true, then all permissions checks are carried out
  418. ; serverside_object_permissions = true
  419.  
  420. ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
  421. ;; This allows users with a UserLevel of 200 or more to assume god
  422. ;; powers in the regions in this simulator.
  423. allow_grid_gods = false
  424.  
  425. ;; This allows some control over permissions
  426. ;; please note that this still doesn't duplicate SL, and is not intended to
  427. ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
  428. ;; Allow region owners to assume god powers in their regions
  429. region_owner_is_god = true
  430.  
  431. ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
  432. ;; Allow region managers to assume god powers in regions they manage
  433. ; region_manager_is_god = false
  434.  
  435. ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
  436. ;; More control over permissions
  437. ;; This is definitely not SL!
  438. ;; Provides a simple control for land owners to give build rights to
  439. ;; specific avatars in publicly accessible parcels that disallow object
  440. ;; creation in general.
  441. ;; Owners specific avatars by adding them to the Access List of the parcel
  442. ;; without having to use the Groups feature
  443. ; simple_build_permissions = false
  444.  
  445.  
  446. [Estates]
  447. ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
  448. ; If these values are uncommented then they will be used to create a default estate as necessary.
  449. ; New regions will be automatically assigned to that default estate.
  450.  
  451. ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
  452. ;; Name for the default estate
  453. ; DefaultEstateName = My Estate
  454.  
  455. ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
  456. ;; Name for default estate owner
  457. ; DefaultEstateOwnerName = FirstName LastName
  458.  
  459.  
  460. ; ** Standalone Estate Settings **
  461. ; The following parameters will only be used on a standalone system to
  462. ; create an estate owner that does not already exist
  463.  
  464. ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
  465. ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
  466. ;; UUID will be assigned. This is normally what you want
  467. ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
  468.  
  469. ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
  470. ;; Email address for the default estate owner
  471. ; DefaultEstateOwnerEMail = owner@domain.com
  472.  
  473. ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
  474. ;; Password for the default estate owner
  475. ; DefaultEstateOwnerPassword = password
  476.  
  477. [SMTP]
  478. ;; The SMTP server enabled the email module to send email to external
  479. ;; destinations.
  480.  
  481. ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
  482. ;; Enable sending email via SMTP
  483. ; enabled = false
  484.  
  485. ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
  486. ; internal_object_host = lsl.opensim.local
  487.  
  488. ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
  489. ; host_domain_header_from = "127.0.0.1"
  490.  
  491. ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
  492. ; email_pause_time = 20
  493.  
  494. ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
  495. ; email_max_size = 4096
  496.  
  497. ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
  498. ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
  499.  
  500. ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
  501. ; SMTP_SERVER_PORT = 25
  502.  
  503. ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
  504. ; SMTP_SERVER_LOGIN = ""
  505.  
  506. ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
  507. ; SMTP_SERVER_PASSWORD = ""
  508.  
  509. [Network]
  510. ;# {ConsoleUser} {} {User name for console account} {}
  511. ;; Configure the remote console user here. This will not actually be used
  512. ;; unless you use -console=rest at startup.
  513. ; ConsoleUser = "Test"
  514. ;# {ConsolePass} {} {Password for console account} {}
  515. ; ConsolePass = "secret"
  516. ;# {console_port} {} {Port for console connections} {} 0
  517. ; console_port = 0
  518.  
  519. ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
  520. ;; Simulator HTTP port. This is not the region port, but the port the
  521. ;; entire simulator listens on. This port uses the TCP protocol, while
  522. ;; the region ports use UDP.
  523. ; http_listener_port = 9000
  524.  
  525. ; optional main server secure http (ssl)
  526. ; to use ssl you need a ssl certificate in PKCS12 format that validates the ExternalHostnames
  527. ; or their domains
  528. ; some viewers by default only accept certificates signed by a oficial CA
  529. ; to use others like self signed certificates with those viewers,
  530. ; their debug option NoVerifySSLCert needs to be set true, You need to inform users about this
  531. ; the main unsecure port will still open for some services. this may change in future.
  532.  
  533. ; set http_listener_ssl to enable main server ssl. it will replace unsecure port on most functions
  534. ;# {http_listener_ssl}{} {enable main server ssl port)} {} false
  535. ;http_listener_ssl = false
  536.  
  537. ; Set port for main SSL connections
  538. ;# {http_listener_sslport}{} {main server ssl port)} {} 9001
  539. ;http_listener_sslport = 9001 ;
  540.  
  541. ; currently if using ssl, regions ExternalHostName must the the same and equal to http_listener_cn
  542. ; this may be removed in future
  543. ;# {http_listener_cn}{} {main server ssl externalHostName)} {} ""
  544. ;http_listener_cn = "myRegionsExternalHostName"
  545.  
  546. ; the path for the certificate path
  547. ;# {http_listener_cert_path}{} {main server ssl certificate file path)} {} ""
  548. ;http_listener_cert_path = "mycert.p12"
  549.  
  550. ;# {http_listener_cert_pass}{} {main server ssl certificate password)} {} ""
  551. ;http_listener_cert_pass = "mycertpass" ; the cert passwork
  552.  
  553. ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
  554. ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
  555. ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
  556. ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
  557. ; this HTTP calls can also use ssl see opensimDefaults.ini
  558. ;
  559. ; You can whitelist individual endpoints by IP or FQDN, e.g.
  560. ;
  561. ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
  562. ;
  563. ; You can specify multiple addresses by separating them with a bar. For example,
  564. ;
  565. ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
  566. ;
  567. ; If an address if given without a port number then port 80 is assumed
  568. ;
  569. ; You can also specify a network range in CIDR notation to whitelist, e.g.
  570. ;
  571. ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
  572. ;
  573. ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
  574. ; To specify an individual IP address use the /32 netmask
  575. ;
  576. ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
  577. ;
  578. ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation
  579.  
  580. ;# {HttpBodyMaxLenMAX} {} {Maximum bytes allowed for HTTP_BODY_MAXLENGTH} {} 16384
  581. ;; By default, llHTTPRequest limits the response body to 2048 bytes.
  582. ;; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum
  583. ;; of HttpBodyMaxLenMAX bytes.
  584. ;; Please be aware that the limit can be set to insanely high values,
  585. ;; effectively removing any limitation. This will expose your sim to a
  586. ;; known attack. It is not recommended to set this limit higher than
  587. ;; the highest value that is actually needed by existing applications!
  588. ;; 16384 is the SL compatible value.
  589. ; HttpBodyMaxLenMAX=16384
  590.  
  591. ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
  592. ;; Hostname to use in llRequestURL/llRequestSecureURL
  593. ;; if not defined - llRequestURL/llRequestSecureURL are disabled
  594. ExternalHostNameForLSL = ${Const|BaseHostname}
  595.  
  596. ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
  597. ;; What is reported as the "X-Secondlife-Shard"
  598. ;; Defaults to the user server url if not set
  599. ;; The old default is "OpenSim", set here for compatibility
  600. ;; The below is not commented for compatibility.
  601. shard = "OpenSim"
  602.  
  603. ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
  604. ;; What is reported as the "User-Agent" when using llHTTPRequest
  605. ;; Defaults to not sent if not set here. See the notes section in the wiki
  606. ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
  607. ;; " (Mozilla Compatible)" to the text where there are problems with a
  608. ;; web server
  609. ; user_agent = "OpenSim LSL (Mozilla Compatible)"
  610.  
  611. ;; The following 3 variables are for HTTP Basic Authentication for the Robust services.
  612. ;; Use this if your central services in port 8003 need to be accessible on the Internet
  613. ;; but you want to protect them from unauthorized access. The username and password
  614. ;; here need to match the ones in the Robust service configuration.
  615. ; AuthType = "BasicHttpAuthentication"
  616. ; HttpAuthUsername = "some_username"
  617. ; HttpAuthPassword = "some_password"
  618. ;;
  619. ;; Any of these 3 variables above can be overriden in any of the service sections.
  620.  
  621.  
  622. [XMLRPC]
  623. ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
  624. ;; If enabled and set to XmlRpcRouterModule, this will post an event,
  625. ;; "xmlrpc_uri(string)" to the script concurrently with the first
  626. ;; remote_data event. This will contain the fully qualified URI an
  627. ;; external site needs to use to send XMLRPC requests to that script
  628. ;;
  629. ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
  630. ;; will be registered with an external service via a configured uri
  631. ;XmlRpcRouterModule = "XmlRpcRouterModule"
  632.  
  633. ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
  634. ;XmlRpcPort = 20800
  635.  
  636. ;# {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
  637. ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
  638. ;; will use this address to register xmlrpc channels on the external
  639. ;; service
  640. ; XmlRpcHubURI = http://example.com
  641.  
  642.  
  643. [ClientStack.LindenUDP]
  644. ;; See OpensSimDefaults.ini for the throttle options. You can copy the
  645. ;; relevant sections and override them here.
  646. ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
  647. ;; with the next update!
  648.  
  649. ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
  650. ;; Quash and remove any light properties from attachments not on the
  651. ;; hands. This allows flashlights and lanterns to function, but kills
  652. ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
  653. ;; will also be affected.
  654. ;; This is especially important in artistic builds that depend on lights
  655. ;; on the build for their appearance, since facelights will cause the
  656. ;; building's lights to possibly not be rendered.
  657. ; DisableFacelights = "false"
  658.  
  659.  
  660. [ClientStack.LindenCaps]
  661. ;; For the long list of capabilities, see OpenSimDefaults.ini
  662. ;; Here are the few ones you may want to change. Possible values
  663. ;; are:
  664. ;; "" -- empty, capability disabled
  665. ;; "localhost" -- capability enabled and served by the simulator
  666. ;; "<url>" -- capability enabled and served by some other server
  667. ;;
  668. ; These are enabled by default to localhost. Change if you see fit.
  669. Cap_GetTexture = "localhost"
  670. Cap_GetMesh = "localhost"
  671. Cap_AvatarPickerSearch = "localhost"
  672. Cap_GetDisplayNames = "localhost"
  673.  
  674.  
  675. [SimulatorFeatures]
  676. ;# {SearchServerURI} {} {URL of the search server} {}
  677. ;; Optional. If given this serves the same purpose as the grid wide
  678. ;; [LoginServices] SearchURL setting and will override that where
  679. ;; supported by viewers.
  680. ;SearchServerURI = "http://127.0.0.1:9000/"
  681.  
  682. ;# {DestinationGuideURI} {} {URL of the destination guide} {}
  683. ;; Optional. If given this serves the same purpose as the grid wide
  684. ;; [LoginServices] DestinationGuide setting and will override that where
  685. ;; supported by viewers.
  686. ;DestinationGuideURI = "http://127.0.0.1:9000/guide"
  687.  
  688.  
  689. [Chat]
  690. ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
  691. ;; Distance in meters that whispers should travel.
  692. ; whisper_distance = 10
  693.  
  694. ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
  695. ;; Distance in meters that ordinary chat should travel.
  696. ; say_distance = 20
  697.  
  698. ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
  699. ;; Distance in meters that shouts should travel.
  700. ; shout_distance = 100
  701.  
  702.  
  703. [EntityTransfer]
  704. ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
  705. ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
  706. ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
  707. ;DisableInterRegionTeleportCancellation = false
  708.  
  709. ;# {LandingPointBehavior} {} {How to honor landing points and telehubs for gods.} {LandingPointBehavior_OS LandingPointBehavior_SL} LandingPointBehavior_OS
  710. ;; This option exists to control the behavior of teleporting gods into places that have landing points
  711. ;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for
  712. ;; avatars with god permissions; SL lets gods land wherever they want.
  713. ;LandingPointBehavior = LandingPointBehavior_OS
  714.  
  715. [Messaging]
  716. ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
  717. ;; Module to handle offline messaging. The core module requires an external
  718. ;; web service to do this. See OpenSim wiki.
  719. ; OfflineMessageModule = OfflineMessageModule
  720. ;; Or, alternatively, use this one, which works for both standalones and grids
  721. OfflineMessageModule = "Offline Message Module V2"
  722.  
  723. ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
  724. ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
  725. ; OfflineMessageURL = ${Const|BaseURL}/Offline.php
  726. OfflineMessageURL = ${Const|BaseURL}:${Const|PrivatePort}
  727.  
  728. ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
  729. ;; For standalones, this is the storage dll.
  730. ; StorageProvider = OpenSim.Data.MySQL.dll
  731. StorageProvider = Offline Message Module V2:Offline Message Module V2
  732.  
  733. ; Mute list handler
  734. ;# {MuteListModule} {MuteListModule:MuteListModule} {} {} None
  735. ; Disabled by default
  736. MuteListModule = MuteListModule
  737.  
  738. ;; Control whether group invites and notices are stored for offline users.
  739. ;; Default is true.
  740. ;; This applies to both core groups module.
  741. ForwardOfflineGroupMessages = true
  742.  
  743.  
  744. [BulletSim]
  745. ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
  746. AvatarToAvatarCollisionsByDefault = true
  747.  
  748.  
  749. [ODEPhysicsSettings]
  750. ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
  751. ;; Do we want to mesh sculpted prim to collide like they look?
  752. ;; If you are seeing sculpt texture decode problems
  753. ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
  754. ;; then you might want to try setting this to false.
  755. ; mesh_sculpted_prim = true
  756.  
  757. [RemoteAdmin]
  758. ;; This is the remote admin module, which uses XMLRPC requests to
  759. ;; manage regions from a web interface.
  760.  
  761. ;# {enabled} {} {Enable the remote admin interface?} {true false} false
  762. ; enabled = false
  763.  
  764. ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
  765. ;; Set this to a nonzero value to have remote admin use a different port
  766. ; port = 0
  767.  
  768. ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
  769. ;; This password is required to make any XMLRPC call (should be set as
  770. ;; the "password" parameter)
  771. ; access_password = ""
  772.  
  773. ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
  774. ;; List the IP addresses allowed to call RemoteAdmin
  775. ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
  776. ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
  777. ; access_ip_addresses =
  778.  
  779. ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
  780. ;; set this variable to true if you want the create_region XmlRpc
  781. ;; call to unconditionally enable voice on all parcels for a newly
  782. ;; created region
  783. ; create_region_enable_voice = false
  784.  
  785. ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
  786. ;; set this variable to false if you want the create_region XmlRpc
  787. ;; call to create all regions as private per default (can be
  788. ;; overridden in the XmlRpc call)
  789. ; create_region_public = false
  790.  
  791. ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
  792. ;; enable only those methods you deem to be appropriate using a | delimited
  793. ;; whitelist.
  794. ;; For example:
  795. ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
  796. ;; if this parameter is not specified but enabled = true, all methods
  797. ;; will be available
  798. ; enabled_methods = all
  799.  
  800. ;; specify the default appearance for an avatar created through the remote
  801. ;; admin interface
  802. ;; This will only take effect is the file specified by the
  803. ;; default_appearance setting below exists
  804. ; default_male = Default Male
  805. ; default_female = Default Female
  806.  
  807. ;; Update appearance copies inventory items and wearables of default
  808. ;; avatars. if this value is false, just worn assets are copied to the
  809. ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
  810. ;; The receiver will wear the same items the default avatar did wear.
  811. ; copy_folders = false
  812.  
  813. ;; Path to default appearance XML file that specifies the look of the
  814. ;; default avatars
  815. ; default_appearance = default_appearance.xml
  816.  
  817.  
  818. [Wind]
  819. ;# {enabled} {} {Enable wind module?} {true false} true
  820. ;; Enables the wind module.
  821. ; enabled = true
  822.  
  823. ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
  824. ;; How often should wind be updated, as a function of world frames.
  825. ;; Approximately 50 frames a second
  826. ; wind_update_rate = 150
  827.  
  828. ;; The Default Wind Plugin to load
  829. ; wind_plugin = SimpleRandomWind
  830.  
  831. ;; These settings are specific to the ConfigurableWind plugin
  832. ;; To use ConfigurableWind as the default, simply change wind_plugin
  833. ;; to ConfigurableWind and uncomment the following.
  834. ; avg_strength = 5.0
  835. ; avg_direction = 0.0
  836. ; var_strength = 5.0
  837. ; var_direction = 30.0
  838. ; rate_change = 1.0
  839.  
  840. ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
  841. ;; This setting is specific to the SimpleRandomWind plugin
  842. ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
  843. ; strength = 1.0
  844.  
  845.  
  846. [LightShare]
  847. ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
  848. ;; This enables the transmission of Windlight scenes to supporting clients,
  849. ;; such as the Meta7 viewer.
  850. ;; It has no ill effect on viewers which do not support server-side
  851. ;; windlight settings.
  852. ; enable_windlight = false
  853.  
  854.  
  855. [Materials]
  856. ;# {enable_materials} {} {Enable Materials support?} {true false} true
  857. ;; This enables the use of Materials.
  858. ; enable_materials = true
  859. ; MaxMaterialsPerTransaction = 50
  860.  
  861. [DataSnapshot]
  862. ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
  863. ;; The following set of configs pertains to search.
  864. ;; Set index_sims to true to enable search engines to index your
  865. ;; searchable data.
  866. ;; If false, no data will be exposed, DataSnapshot module will be off,
  867. ;; and you can ignore the rest of these search-related configs.
  868. ; index_sims = false
  869.  
  870. ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
  871. ;; The variable data_exposure controls what the regions expose:
  872. ;; minimum: exposes only things explicitly marked for search
  873. ;; all: exposes everything
  874. ; data_exposure = minimum
  875.  
  876. ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
  877. ;; If search is on, change this to your grid name; will be ignored for
  878. ;; standalones
  879. ; gridname = "OSGrid"
  880.  
  881. ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
  882. ;; Period between data snapshots, in seconds. 20 minutes, for starters,
  883. ;; so that you see the initial changes fast.
  884. ;; Later, you may want to increase this to 3600 (1 hour) or more
  885. ; default_snapshot_period = 1200
  886.  
  887. ;; This will be created in bin, if it doesn't exist already. It will hold
  888. ;; the data snapshots.
  889. ; snapshot_cache_directory = "DataSnapshot"
  890.  
  891. ;; [Supported, but obsolete]
  892. ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
  893. ; This semicolon-separated string serves to notify specific data services
  894. ; about the existence of this sim. Uncomment if you want to index your
  895. ; data with this and/or other search providers.
  896. ; data_services="http://metaverseink.com/cgi-bin/register.py"
  897.  
  898. ;; New way of specifying data services, one per service
  899. ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
  900.  
  901. [Economy]
  902. ; the economy module in use
  903. ; To use other modules you need to override this setting
  904. economymodule = BetaGridLikeMoneyModule
  905.  
  906. ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
  907. ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
  908. ; There is no intention to implement anything further in core OpenSimulator.
  909. ; This functionality has to be provided by third party modules.
  910. ;CurrencyServer = "http://192.168.0.180/grid/xcurrency.php"
  911. ;; Enables selling things for $0. Default is true.
  912. SellEnabled = true
  913.  
  914. ;# {PriceUpload} {} {Price for uploading?} {} 0
  915. ;; Money Unit fee to upload textures, animations etc. Default is 0.
  916. PriceUpload = 0
  917.  
  918. ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
  919. ;; Money Unit fee to create groups. Default is 0.
  920. PriceGroupCreate = 0
  921.  
  922. [YEngine]
  923. ;; experimental engine
  924. ;; ONLY SUPORTS ONE REGION PER INSTANCE at this point
  925. ;; implements non preemptive microthreading, so fixing problems like llSleep or long events handlers
  926. ;; but those will suffer from timeslicing, so will be slower.
  927. ;; compiles LSL directly to IL, so only suports LSL scripting (no C# etc)
  928. ;; shares the Xengine APIs like LSL, OSSL, etc.
  929. ;; DANGER, do not use with HG, don't leave regions running alone with it.
  930. ;; TPs or crossings to/from Xengine will full recompile scripts losing state.
  931. ;; attachment scripts may misbehave, cars will stop on crossings, etc.
  932. Enabled = false
  933. ScriptStackSize = 256
  934. ScriptHeapSize = 256
  935. UseSourceHashCode = true
  936. MinTimerInterval = 0.1
  937. ;ScriptBasePath="ScriptEngines"
  938.  
  939. [XEngine]
  940. ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
  941. ;; Enable this engine in this OpenSim instance
  942. ; Enabled = true
  943.  
  944. ;; How many threads to keep alive even if nothing is happening
  945. ; MinThreads = 2
  946.  
  947. ;; How many threads to start at maximum load
  948. ; MaxThreads = 100
  949.  
  950. ;; Time a thread must be idle (in seconds) before it dies
  951. ; IdleTimeout = 60
  952.  
  953. ;; llSetTimerEvent minimum value. Default 0.5s, 0.05s whould be more resonable
  954. ; MinTimerInterval = 0.5
  955.  
  956. ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
  957. ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
  958. ;; "Highest")
  959. ; Priority = "BelowNormal"
  960.  
  961. ;; Maximum number of events to queue for a script (excluding timers)
  962. ; MaxScriptEventQueue = 300
  963.  
  964. ;; Stack size per script engine thread in bytes.
  965. ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
  966. ;; The trade-off may be increased memory usage by the script engine.
  967. ; ThreadStackSize = 262144
  968.  
  969. ;; Set this to true to load each script into a separate
  970. ;; AppDomain.
  971. ;;
  972. ;; Setting this to false will load all script assemblies into the
  973. ;; current AppDomain, which will significantly improve script loading times.
  974. ;; It will also reduce initial per-script memory overhead.
  975. ;;
  976. ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
  977. ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
  978. ;; at this time some mono versions seem to have problems with the true option
  979. ;; so default is now false until a fix is found, to simply life of less technical skilled users.
  980. ;; this should only be a issue if regions stay alive for a long time with lots of scripts added or edited.
  981. AppDomainLoading = false
  982.  
  983. ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
  984. ;; co-op will be more stable but this option is currently experimental.
  985. ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
  986. ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
  987. ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
  988. ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
  989. ;; Current valid values are "abort" and "co-op"
  990. ; ScriptStopStrategy = co-op
  991.  
  992.  
  993. ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
  994. ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
  995. ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
  996. ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
  997. ;; by scripts have changed.
  998. ; DeleteScriptsOnStartup = true
  999.  
  1000. ;# {CompactMemOnLoad} {} {compacts memory on each script load at startup?} {true false} false
  1001. ;; forces calls to memory garbage collector before loading each script DLL during region startup.
  1002. ;; Peak memory usage is reduced and region starts with a more compacted memory allocation.
  1003. ;; But this costs a lot of time, so region load will take a lot longer.
  1004. ;; it is more usefull if there are no previously compiled scripts DLLs (as with DeleteScriptsOnStartup = true)
  1005. ;CompactMemOnLoad = false
  1006.  
  1007. ;; Compile debug info (line numbers) into the script assemblies
  1008. ; CompileWithDebugInformation = true
  1009.  
  1010. ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section
  1011.  
  1012. ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
  1013. ;; Time a script can spend in an event handler before it is interrupted
  1014. ; EventLimit = 30
  1015.  
  1016. ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
  1017. ;; If a script overruns it's event limit, kill the script?
  1018. ; KillTimedOutScripts = false
  1019.  
  1020. ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
  1021. ;; Sets the multiplier for the scripting delays
  1022. ; ScriptDelayFactor = 1.0
  1023.  
  1024. ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
  1025. ;; The factor the 10 m distances limits are multiplied by
  1026. ; ScriptDistanceLimitFactor = 1.0
  1027.  
  1028. ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
  1029. ;; Maximum length of notecard line read
  1030. ;; Increasing this to large values potentially opens
  1031. ;; up the system to malicious scripters
  1032. ; NotecardLineReadCharsMax = 255
  1033.  
  1034. ;# {SensorMaxRange} {} {Sensor range} {} 96.0
  1035. ;; Sensor settings
  1036. ; SensorMaxRange = 96.0
  1037. ;# {SensorMaxResults} {} {Max sensor results returned?} {}
  1038. ; SensorMaxResults = 16
  1039.  
  1040. ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
  1041. ;; Disable underground movement of prims (default true); set to
  1042. ;; false to allow script controlled underground positioning of
  1043. ;; prims
  1044. ; DisableUndergroundMovement = true
  1045.  
  1046. ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
  1047. ;; Path to script engine assemblies
  1048. ;; Default is ./bin/ScriptEngines
  1049. ; ScriptEnginesPath = "ScriptEngines"
  1050.  
  1051. [OSSL]
  1052. ;# {Include-osslEnable} {} {Include file for enabling and permissions for OSSL functions} {}
  1053. ;; Optionally include file to enable OSSL functions and set permissions on who can use which.
  1054. ;; If this INI file is not included, the OSSL functions are disabled.
  1055. Include-osslEnable = "config-include/osslEnable.ini"
  1056.  
  1057.  
  1058. [MRM]
  1059. ;; Enables the Mini Region Modules Script Engine.
  1060. ; Enabled = false
  1061.  
  1062. ;; Runs MRM in a Security Sandbox
  1063. ;; WARNING: DISABLING IS A SECURITY RISK.
  1064. ; Sandboxed = true
  1065.  
  1066. ;; The level sandbox to use, adjust at your OWN RISK.
  1067. ;; Valid values are:
  1068. ;; * FullTrust
  1069. ;; * SkipVerification
  1070. ;; * Execution
  1071. ;; * Nothing
  1072. ;; * LocalIntranet
  1073. ;; * Internet
  1074. ;; * Everything
  1075. ; SandboxLevel = "Internet"
  1076.  
  1077. ;; Only allow Region Owners to run MRMs
  1078. ;; May represent a security risk if you disable this.
  1079. ; OwnerOnly = true
  1080.  
  1081.  
  1082. [FreeSwitchVoice]
  1083. ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
  1084. ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
  1085. ; Enabled = false
  1086.  
  1087. ;; You need to load a local service for a standalone, and a remote service
  1088. ;; for a grid region. Use one of the lines below, as appropriate
  1089. ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
  1090. ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
  1091. ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
  1092.  
  1093. ;; If using a remote connector, specify the server URL
  1094. ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
  1095.  
  1096.  
  1097. [Groups]
  1098. ;# {Enabled} {} {Enable groups?} {true false} false
  1099. ;; Enables the groups module
  1100. Enabled = true
  1101.  
  1102. ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
  1103. ;; Minimum user level required to create groups
  1104. LevelGroupCreate = 0
  1105.  
  1106. ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
  1107. ;; The default module can use a PHP XmlRpc server from the Flotsam project at
  1108. ;; http://code.google.com/p/flotsam/
  1109. ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
  1110. ; Module = Default
  1111. ;; or... use Groups Module V2, which works for standalones and robust grids
  1112. Module = "Groups Module V2"
  1113.  
  1114. ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
  1115. ;StorageProvider = OpenSim.Data.MySQL.dll
  1116.  
  1117. ;# {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
  1118. ;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
  1119. ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
  1120. ;; -- for Simian Groups use SimianGroupsServicesConnector
  1121. ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
  1122. ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
  1123. ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
  1124. ;; Note that the quotes "" around the words are important!
  1125. ;ServicesConnectorModule = XmlRpcGroupsServicesConnector
  1126. ServicesConnectorModule = Groups Remote Service Connector
  1127.  
  1128. ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
  1129. ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
  1130. LocalService = remote
  1131.  
  1132. ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
  1133. ;; Used for V2 in Remote only.
  1134. ; SecretKey = ""
  1135.  
  1136. ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
  1137. ;; URI for the groups services of this grid
  1138. ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
  1139. ;; or http://mygridserver.com:82/Grid/ for SimianGrid
  1140. ;; or ${Const|BaseURL}:${Const|PrivatePort} for robust, V2
  1141. ;; Leave it commented for standalones, V2
  1142. GroupsServerURI = ${Const|BaseURL}:${Const|PrivatePort}
  1143. ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
  1144. ;; Used for V2 in HG only. For example
  1145. ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
  1146. ;; If you have this set under [Startup], no need to set it here, leave it commented
  1147. ; HomeURI = ""
  1148.  
  1149. ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
  1150. MessagingEnabled = true
  1151.  
  1152. ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
  1153. ; MessagingModule = GroupsMessagingModule
  1154. ; or use "Groups Messaging Module V2" for Groups V2
  1155. MessagingModule = "Groups Messaging Module V2"
  1156.  
  1157. ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
  1158. ;; Enable Group Notices
  1159. NoticesEnabled = true
  1160.  
  1161. ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
  1162. ; Experimental option to only message online users rather than all users
  1163. ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
  1164. ; Applies Flotsam Group only. V2 has this always on, no other option
  1165. MessageOnlineUsersOnly = true
  1166.  
  1167. ;; This makes the Group module very chatty on the console.
  1168. DebugEnabled = false
  1169.  
  1170. ; This makes the Group Messaging module very chatty on the console.
  1171. DebugMessagingEnabled = false
  1172.  
  1173. ;; XmlRpc Security settings. These must match those set on your backend
  1174. ;; groups service if the service is using these keys
  1175. ; XmlRpcServiceReadKey = 1234
  1176. ; XmlRpcServiceWriteKey = 1234
  1177.  
  1178.  
  1179. [InterestManagement]
  1180. ;; This section controls how state updates are prioritized for each client
  1181.  
  1182. ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness SimpleAngularDistance} BestAvatarResponsiveness
  1183. ;; Valid values are BestAvatarResponsiveness and SimpleAngularDistance
  1184. ;; SimpleAngularDistance does use more cpu
  1185. ; UpdatePrioritizationScheme = BestAvatarResponsiveness
  1186.  
  1187. ;; ObjectsCullingByDistance, if true, don't send object updates if outside view range
  1188. ;; currently viewers are also told to delete objects that leave view range
  1189. ;; only avater position is considered, free camera may not see objects
  1190. ;; does increase cpu load
  1191. ; ObjectsCullingByDistance = false
  1192.  
  1193. [MediaOnAPrim]
  1194. ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
  1195. ;; Enable media on a prim facilities
  1196. ; Enabled = true
  1197.  
  1198.  
  1199. [NPC]
  1200. ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
  1201. ; Enabled = false
  1202.  
  1203. ;; several options to control NPCs creation
  1204.  
  1205. ;# {AllowNotOwned} {} {allow NPCs to be created not Owned} {true false} true
  1206. ;; allow NPCs to be created not Owned {true false} default: true
  1207. ; AllowNotOwned = true
  1208.  
  1209. ;# {AllowSenseAsAvatar} {} {allow NPCs to set to be sensed as Avatars} {true false} true
  1210. ;; allow NPCs to set to be sensed as Avatars {true false} default: true
  1211. ; AllowSenseAsAvatar = true
  1212.  
  1213. ;# {AllowCloneOtherAvatars} {} {allow NPCs to created cloning any avatar in region} {true false} true
  1214. ;; allow NPCs to created cloning any avatar in region {true false} default: true
  1215. ; AllowCloneOtherAvatars = true
  1216.  
  1217. ;# {NoNPCGroup} {} {if true NPCs will have no group title, if false display "- NPC -"} {true false} true
  1218. ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
  1219. ; NoNPCGroup = true
  1220.  
  1221.  
  1222. [Terrain]
  1223. ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
  1224. ; InitialTerrain = "pinhead-island"
  1225.  
  1226. [LandManagement]
  1227. ;; set this to false to not display parcel ban lines
  1228. ;ShowParcelBansLines = true
  1229.  
  1230. [UserProfiles]
  1231. ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
  1232. ;; Set the value of the url to your UserProfilesService
  1233. ;; If un-set / "" the module is disabled
  1234. ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}
  1235.  
  1236. ;# {AllowUserProfileWebURLs} {} {allow user profiles web urls} {true false} true
  1237. ;; set this to false to prevent your users to be sent to unknown
  1238. ;; web sites by other users on their profiles
  1239. ;AllowUserProfileWebURLs = true
  1240.  
  1241. [XBakes]
  1242. ;# {URL} {} {Set URL for Baked texture service} {}
  1243. ;; Sets the URL for the baked texture ROBUST service.
  1244. ;; Disabled when unset.
  1245. ;; URL = ${Const|BaseURL}:${Const|PrivatePort}
  1246.  
  1247. ;;
  1248. ;; Optional module to highlight God names in the viewer.
  1249. ;; Uncomment and customize appropriately if you want this behavior.
  1250. ;;
  1251. ;[GodNames]
  1252. ; Enabled = false
  1253. ; FullNames = "Test User, Foo Bar"
  1254. ; Surnames = "Kryztlsk"
  1255.  
  1256. [Architecture]
  1257. ;# {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
  1258. ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
  1259. ;; uncomment Include-Architecture = "config-include/Standalone.ini"
  1260. ;;
  1261. ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
  1262. ;; that the referenced .ini file goes on to include.
  1263. ;;
  1264. ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
  1265. ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
  1266. ;; editing it to set the database and backend services that OpenSim will use.
  1267. ;;
  1268. ; Include-Architecture = "config-include/Standalone.ini"
  1269. ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
  1270. ; Include-Architecture = "config-include/Grid.ini"
  1271. Include-Architecture = "config-include/GridHypergrid.ini"
  1272. ; Include-Architecture = "config-include/SimianGrid.ini"
  1273. ; Include-Architecture = "config-include/HyperSimianGrid.ini"
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