OpenSimMirror/bin/OpenSim.ini.example

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2007-11-11 09:19:21 +00:00
[Startup]
; Set this to true if you want to log crashes to disk
; this can be useful when submitting bug reports.
save_crashes = false
; Directory to save crashes to if above is enabled
; (eg default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
crash_dir = "crashes"
; Http proxy support for llHTTPRequest and dynamic texture loading
; Set HttpProxy to the URL for your proxy server if you would like
; to proxy llHTTPRequests through a firewall
; HttpProxy = "http://proxy.com"
; Set HttpProxyExceptions to a list of regular expressions for
; URLs that you don't want going through the proxy such as servers
; inside your firewall, separate patterns with a ';'
; HttpProxyExceptions = ".mydomain.com;localhost"
; Set this to true if you are connecting your OpenSimulator regions to a grid
; Set this to false if you are running OpenSimulator in standalone mode
gridmode = false
startup_console_commands_file = "startup_commands.txt"
shutdown_console_commands_file = "shutdown_commands.txt"
; To run a script every few minutes, set the script filename here
; timer_Script = "filename"
; ##
; ## CLIENTS
; ##
; Enables EventQueueGet Service.
EventQueue = true
; Set this to the DLL containig the client stack to use.
clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
; ##
; ## REGIONS
; ##
; Determine where OpenSimulator looks for the files which tell it which regions to server
; Defaults to "filesystem" if this setting isn't present
region_info_source = "filesystem"
; region_info_source = "web"
; Determines where the region XML files are stored if you are loading these from the filesystem.
; Defaults to bin/Regions in your OpenSimulator installation directory
; regionload_regionsdir="C:\somewhere\xmlfiles\"
; Determines the page from which regions xml is retrieved if you are loading these from the web
; The XML here has the same format as it does on the filesystem (including the <Root> tag),
; except that everything is also enclosed in a <Regions> tag.
; regionload_webserver_url = "http://example.com/regions.xml";
; Draw objects on maptile. This step might take a long time if you've got a huge amount of
; objects, so you can turn it off here if you'd like.
DrawPrimOnMapTile = true
; Use terrain texture for maptiles if true, use shaded green if false
TextureOnMapTile = false
; Maximum total size, and maximum size where a prim can be physical
NonPhysicalPrimMax = 256
PhysicalPrimMax = 10
ClampPrimSize = false
; Region crossing
AllowScriptCrossing = false
; If you set this to "true", any region that can teleport to you can
; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
; YOU HAVE BEEN WARNED!!!
TrustBinaries = false
; ##
; ## STORAGE
; ##
; *** Prim Storage - only leave one storage_plugin uncommented ***
; --- Null stores nothing - effectively disabling persistence:
;storage_plugin = "OpenSim.Data.Null.dll"
; --- To use sqlite as region storage:
storage_plugin = "OpenSim.Data.SQLite.dll"
storage_connection_string="URI=file:OpenSim.db,version=3";
; --- To use MySQL storage, supply your own connectionstring (this is only an example):
; note that the supplied account needs create privilegies if you want it to auto-create needed tables.
; storage_plugin="OpenSim.Data.MySQL.dll"
; storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
; If you want to use a different database/server for estate data, then
; uncomment and change this connect string. Defaults to the above if not set
; estate_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
; Select whether you want to use local or grid asset storage.
;
; If you're running in standalone, you definitely want local, since there is no grid (hence this is redundant, and should
; really be eliminated). The database itself is defined in asset_plugin below
;
; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
; locally. This will mean you won't be able to take items using your assets to other people's regions.
; asset_database can be default, local or grid. This controls where assets (textures, scripts, etc.) are stored for your region
;
; If set to default, then
; In standalone mode the local database based asset service will be used
; In grid mode the grid asset service will be used for asset storage
; This is probably the setting that you want.
;
; If set to local then the local database based asset service will be used in standalone and grid modes
; If set to grid then the grid based asset service will be used in standalone and grid modes
From: Alan Webb <awebb@linux.vnet.ibm.com> The change makes two principal implementation changes: [1] It removes the hard coded set of possible asset server client implementations, allowing any arbitrary implementation that has been identified to the PluginLoader as an appropriate extension. The extension point for asset server client extension is /OpenSim/AssetServerClient. All of the old configuration rules have been preserved, and any of the legacy configuration values will still work as they did before, except the implementation is now loaded as a plug-in, rather than as a hard-coded instantiation of a specific class. The re-hashing of IAssetServer as an extension of IPlugin made upgrading of the implementation classes a necessity. Caveat: I have not been able to meaningfully test the crypto-grid clients. I believe they should work correctly, but the refactoring necessary to handle plug-in based initialization (vs constructor-based initialisation) admits the possibility of a problem. [2] The asset cache implementation, previously introduce as a hard-code class instantiation is now implemented as an IPlugin. Once again the previous (configurationless) behavior has been preserved. But now it is possible for those interested in experimenting with cache technologies to do so simply by introducing a new extension for the asset cache extension point (/OpenSim/AssetCache). I've tested all of the configuration settings, after applying the patch to a newly extracted tree, and they seem to work OK.
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; All other values will cause a search for a matching assembly that contains an asset server client.
; See also: AssetCache
asset_database = "default"
; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
; prevent frequently changing objects from heavily loading the region data store.
; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
;
; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
MinimumTimeBeforePersistenceConsidered = 60
; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
MaximumTimeBeforePersistenceConsidered = 600
; Should avatars in neighbor sims see objects in this sim?
see_into_this_sim_from_neighbor = True
; ##
; ## PHYSICS
; ##
; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true.
physical_prim = true
; Select a mesher here. ZeroMesher is save and fast.
; ZeroMesher also means that the physics engine models the physics of prims
; sticking to the basic shapes the engine does support. Usually this is only a box.
; Meshmerizer gives a better handling of complex prims by using triangle meshes.
; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
;
meshing = ZeroMesher
;meshing = Meshmerizer
; Choose one of the physics engines below
physics = basicphysics
;physics = POS
;physics = OpenDynamicsEngine
;physics = modified_BulletX
; ##
; ## PERMISSIONS
; ##
;permissionmodules = "DefaultPermissionsModule"
; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
; any item, etc. This may not yet be implemented uniformally.
; If set to true, then all permissions checks are carried out
; Default is false
serverside_object_permissions = false
allow_grid_gods = false
; This allows somne control over permissions
; please note that this still doesn't duplicate SL, and is not intended to
;region_owner_is_god = true
;parcel_owner_is_god = true
; Control user types that are allowed to create new scripts
; Only enforced if serviceside_object_permissions is true
;
; Current possible values are
; all - anyone can create scripts (subject to normal permissions)
; gods - only administrators can create scripts (as long as allow_grid_gods is true)
; Default value is all
; allowed_script_creators = all
; Control user types that are allowed to edit (save) scripts
; Only enforced if serviceside_object_permissions is true
;
; Current possible values are
; all - anyone can edit scripts (subject to normal permissions)
; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
; Default value is all
; allowed_script_editors = all
; ##
; ## SCRIPT ENGINE
; ##
;DefaultScriptEngine = "ScriptEngine.DotNetEngine"
DefaultScriptEngine = "XEngine"
; ##
; ## WORLD MAP
; ##
;WorldMapModule = "WorldMap"
;MapImageModule = "MapImageModule"
From: Alan Webb <awebb@linux.vnet.ibm.com> The change makes two principal implementation changes: [1] It removes the hard coded set of possible asset server client implementations, allowing any arbitrary implementation that has been identified to the PluginLoader as an appropriate extension. The extension point for asset server client extension is /OpenSim/AssetServerClient. All of the old configuration rules have been preserved, and any of the legacy configuration values will still work as they did before, except the implementation is now loaded as a plug-in, rather than as a hard-coded instantiation of a specific class. The re-hashing of IAssetServer as an extension of IPlugin made upgrading of the implementation classes a necessity. Caveat: I have not been able to meaningfully test the crypto-grid clients. I believe they should work correctly, but the refactoring necessary to handle plug-in based initialization (vs constructor-based initialisation) admits the possibility of a problem. [2] The asset cache implementation, previously introduce as a hard-code class instantiation is now implemented as an IPlugin. Once again the previous (configurationless) behavior has been preserved. But now it is possible for those interested in experimenting with cache technologies to do so simply by introducing a new extension for the asset cache extension point (/OpenSim/AssetCache). I've tested all of the configuration settings, after applying the patch to a newly extracted tree, and they seem to work OK.
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; ##
; ## Customized Cache Implementation
; ##
;
; The AssetCache value allows the name of an alternative caching
; implementation to be specified. This can normally be omitted.
; This value corresponds to the provider value associated with the
; intended cache implementation plugin.
; See also: asset_database
; AssetCache = "OpenSim.Framework.Communications.Cache.AssetCache"
; ##
; ## EMAIL MODULE
; ##
;emailmodule = DefaultEmailModule
[SMTP]
enabled=false
;enabled=true
;internal_object_host=lsl.opensim.local
;host_domain_header_from=127.0.0.1
;SMTP_SERVER_HOSTNAME=127.0.0.1
;SMTP_SERVER_PORT=25
;SMTP_SERVER_LOGIN=foo
;SMTP_SERVER_PASSWORD=bar
[Communications]
;InterregionComms = "LocalComms"
InterregionComms = "RESTComms"
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[StandAlone]
accounts_authenticate = true
welcome_message = "Welcome to OpenSimulator"
; Asset database provider
asset_plugin = "OpenSim.Data.SQLite.dll"
; asset_plugin = "OpenSim.Data.MySQL.dll" ; for mysql
; asset_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
; the Asset DB source. This only works for sqlite, mysql, and nhibernate for now
; Asset source SQLite example
asset_source = "URI=file:Asset.db,version=3"
; Asset Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
; asset_source = "SQLiteDialect;SqliteClientDriver;URI=file:Asset.db,version=3"
; Asset Source MySQL example
;asset_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
; Inventory database provider
inventory_plugin = "OpenSim.Data.SQLite.dll"
; inventory_plugin = "OpenSim.Data.MySQL.dll"
; inventory_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
; Inventory source SQLite example
inventory_source = "URI=file:inventoryStore.db,version=3"
; Inventory Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
; inventory_source = "SQLiteDialect;SqliteClientDriver;URI=file:Inventory.db,version=3"
; Inventory Source MySQL example
;inventory_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
; User Data Database provider
;
; Multiple providers can be specified by separating them with commas (whitespace is unimportant)
; If multiple providers are specified then if a profile is requested, each is queried until one
; provides a valid profile, or until all providers have been queried.
; Unfortunately the order of querying is currently undefined (it may not be the order in which
; providers are specified here). This needs to be fixed
;
userDatabase_plugin = "OpenSim.Data.SQLite.dll"
; userDatabase_plugin = "OpenSim.Data.MySQL.dll"
; userDatabase_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
; User source SQLite example
user_source = "URI=file:userprofiles.db,version=3"
; User Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING)
; user_source = "SQLiteDialect;SqliteClientDriver;URI=file:User.db,version=3"
; User Source MySQL example
;user_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
; Specifies the location and filename of the default inventory library control file. The path can be relative or absolute
; Default is ./inventory/Libraries.xml
LibrariesXMLFile="./inventory/Libraries.xml"
; Specifies the location and filename of the inventory library assets control file. The path can be relative or absolute
; Setting is optional. Default is ./assets/AssetSets.xml
AssetSetsXMLFile="./assets/AssetSets.xml"
dump_assets_to_file = false
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[ClientStack.LindenUDP]
; This is the multiplier applied to all client throttles for outgoing UDP network data
; If it is set to 1, then we obey the throttle settings as given to us by the client. If it is set to 3, for example, then we
; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we
; will actually push down data at a maximum rate of 750 kilobits per second).
;
; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster
; than its UI allows the setting to go. This may be okay in some situations, such as standalone OpenSim
; applications on a LAN. However, the greater the multipler, the higher the risk of packet drop, resulting
; in symptoms such as missing terrain or objects. A much better solution is to change the client UI to allow
; higher network bandwidth settings directly, though this isn't always possible.
;
; Currently this setting is 2 by default because we currently send much more texture data than is strictly
; necessary. A setting of 1 could result in slow texture transfer. This will be fixed when the transfer
; of textures at different levels of quality is improved.
;
; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter
; unexpected difficulties
client_throttle_multiplier = 2;
[DataSnapshot]
; The following set of configs pertains to search.
; Set index_sims to true to enable search engines to index your searchable data
; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
; default is false
index_sims = false
; The variable data_exposure controls what the regions expose:
; minimum: exposes only things explicitly marked for search
; all: exposes everything
data_exposure = minimum
; If search is on, change this to your grid name; will be ignored for standalones
gridname = "OSGrid"
; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.
; Later, you may want to increase this to 3600 (1 hour) or more
default_snapshot_period = 1200
; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
snapshot_cache_directory = "DataSnapshot"
; This semicolon-separated string serves to notify specific data services about the existence
; of this sim. Uncomment if you want to index your data with this and/or other search providers.
;data_services="http://metaverseink.com/cgi-bin/register.py"
[OpenGridProtocol]
;These are the settings for the Open Grid Protocol.. the Agent Domain, Region Domain, you know..
;On/true or Off/false
ogp_enabled=false
;Name Prefix/suffix when using OGP
ogp_firstname_prefix=""
ogp_lastname_suffix="_EXTERNAL"