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