OpenSimMirror/bin/config.preview.donotuseyet/region/scripting/engines/dotnetengine.ini.example

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; This file shows initialization defaults for OpenSimulator. If you want to override these
; please copy/rename this file from .ini.example file to .ini. For example
;
; chat.ini.example => chat.ini
;
; or you can copy and paste the settings from this file directly to bin/OpenSim.ini
;
[ScriptEngine.DotNetEngine]
Enabled = true
ScriptDelayFactor = 1.0
ScriptDistanceLimitFactor = 1.0
;
; These settings are specific to DotNetEngine script engine
; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file.
;
; When a script receives an event the event is queued.
; Any free thread will start executing this event. One script can only have one event executed simultaneously.
; If you have only one thread, and one script has a loop or does a lot of work, then no other scripts can run at the same time.
; Same if you have 10 threads, then only 10 scripts can be run simultaneously.
; But because most scripts exit after their task, the threads are free to go on to the next script.
; Refresh ScriptEngine config options (these settings) every xx seconds
; 0 = Do not refresh
; Set it to number of seconds between refresh, for example 30.
; Will allow you to change ScriptEngine settings while server is running just by using "CONFIG SET" on console
; For example to increase or decrease number of threads: CONFIG SET NumberOfScriptThreads 10
; NOTE! Disabled for now. Feature does not work.
RefreshConfig=0
; Number of threads to use for script event execution
; Threads are shared across all regions
NumberOfScriptThreads=2
; Script event execution thread priority inside application.
; Valid values: Lowest, BelowNormal, Normal, AboveNormal, Highest
ScriptThreadPriority=BelowNormal
; How long MAX should a script event be allowed to run (per event execution)?
; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function
; There is also a small speed penalty for every kill that is made
MaxEventExecutionTimeMs=5000
; Should we enable the max script event execution thread to look for scripts that exceed their timeslice?
EnforceMaxEventExecutionTime=true
; Should we stop the script completely when time exceeds?
; This is useful if you have a high <MaxEventExecutionTimeMs> and want to deactivate scripts that go wrong
; Note that for example physics engine can slow down the system and make scripts spend more time
DeactivateScriptOnTimeout=false
; If no scripts have executed in this pass how long should we sleep before checking again
; Impact:
; Too low and you will waste lots of CPU
; Too high and people touching object or similar will have to wait up to this amount of time before script responding
SleepTimeIfNoScriptExecutionMs=50
; AppDomains are used for two things:
; * Security: Scripts inside AppDomains are limited in permissions.
; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded.
; AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims).
; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
ScriptsPerAppDomain=1
; MaintenanceLoop
; How often to run maintenance loop
; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time
MaintenanceLoopms=50
; How many maintenanceloops between each of these.
; (if 2 then function will be executed every MaintenanceLoopms*2 ms)
; Script loading/unloading
; How long load/unload thread should sleep if there is nothing to do
; Higher value makes it respond slower when scripts are added/removed from prims
; But once active it will process all in queue before sleeping again
MaintenanceLoopTicks_ScriptLoadUnload=1
; Other tasks
; check if we need to reload config, adjust running config and enforce max execution time
MaintenanceLoopTicks_Other=10
; Allow the use of os* functions (some are dangerous)
; Default is false
AllowOSFunctions = false
; Threat level to allow if os functions are enabled
; One of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
; Default is VeryLow
OSFunctionThreatLevel = VeryLow
; Maximum number of items in load/unload queue before we start rejecting loads
; Note that we will only be rejecting load. Unloads will still be able to queue.
LoadUnloadMaxQueueSize=100
; Maximum number of (LSL) events that can be queued before new events are ignored.
EventExecutionMaxQueueSize=300
; Async LL command sleep
; If no async LL commands are waiting, how long should thread sleep before checking again
; Async LL commands are LSL-commands that causes an event to be fired back with result
; currently unused
; AsyncLLCommandLoopms=50
; When script is converted from LSL to C#, or just plain compiled, a copy of the script source will be put in the ScriptEngine folder
WriteScriptSourceToDebugFile=false
; Specify default script compiler
; If you do not specify //cs, //vb, //js or //lsl tag as the first characters of your script then the default compiler will be chosen
; Valid languages are: lsl, cs, js and vb
DefaultCompileLanguage=lsl
; Specify what compilers are allowed to be used
; Note vb only works on Windows for now (Mono lacks VB compile support)
; Valid languages are: lsl, cs, js and vb
; AllowedCompilers=lsl,cs,js,vb. *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk.
AllowedCompilers=lsl
; Compile scripts with debugging
; Probably a thousand times slower, but gives you a line number when something goes wrong.
CompileWithDebugInformation=true
; Remove old scripts on next startup
; currently unused
;CleanUpOldScriptsOnStartup=true