diff --git a/OpenSim/Framework/Servers/BaseOpenSimServer.cs b/OpenSim/Framework/Servers/BaseOpenSimServer.cs index f0f8d0186b..cbab2dbc6a 100644 --- a/OpenSim/Framework/Servers/BaseOpenSimServer.cs +++ b/OpenSim/Framework/Servers/BaseOpenSimServer.cs @@ -37,6 +37,7 @@ using log4net; using log4net.Appender; using log4net.Core; using log4net.Repository; +using OpenSim.Framework; using OpenSim.Framework.Console; using OpenSim.Framework.Servers; using OpenSim.Framework.Servers.HttpServer; @@ -234,26 +235,19 @@ namespace OpenSim.Framework.Servers protected string GetThreadsReport() { StringBuilder sb = new StringBuilder(); + Watchdog.ThreadWatchdogInfo[] threads = Watchdog.GetThreads(); - ProcessThreadCollection threads = ThreadTracker.GetThreads(); - if (threads == null) + sb.Append(threads.Length + " threads are being tracked:" + Environment.NewLine); + foreach (Watchdog.ThreadWatchdogInfo twi in threads) { - sb.Append("OpenSim thread tracking is only enabled in DEBUG mode."); + Thread t = twi.Thread; + + sb.Append( + "ID: " + t.ManagedThreadId + ", Name: " + t.Name + ", TimeRunning: " + + "Pri: " + t.Priority + ", State: " + t.ThreadState); + sb.Append(Environment.NewLine); } - else - { - sb.Append(threads.Count + " threads are being tracked:" + Environment.NewLine); - foreach (ProcessThread t in threads) - { - sb.Append("ID: " + t.Id + ", TotalProcessorTime: " + t.TotalProcessorTime + ", TimeRunning: " + - (DateTime.Now - t.StartTime) + ", Pri: " + t.CurrentPriority + ", State: " + t.ThreadState); - if (t.ThreadState == System.Diagnostics.ThreadState.Wait) - sb.Append(", Reason: " + t.WaitReason + Environment.NewLine); - else - sb.Append(Environment.NewLine); - } - } int workers = 0, ports = 0, maxWorkers = 0, maxPorts = 0; ThreadPool.GetAvailableThreads(out workers, out ports); ThreadPool.GetMaxThreads(out maxWorkers, out maxPorts); diff --git a/OpenSim/Framework/Watchdog.cs b/OpenSim/Framework/Watchdog.cs index bc19dd1c28..9baf3a0702 100644 --- a/OpenSim/Framework/Watchdog.cs +++ b/OpenSim/Framework/Watchdog.cs @@ -1,4 +1,4 @@ -/* +/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * @@ -27,6 +27,7 @@ using System; using System.Collections.Generic; +using System.Linq; using System.Threading; using log4net; @@ -43,7 +44,7 @@ namespace OpenSim.Framework const int WATCHDOG_TIMEOUT_MS = 5000; [System.Diagnostics.DebuggerDisplay("{Thread.Name}")] - private class ThreadWatchdogInfo + public class ThreadWatchdogInfo { public Thread Thread; public int LastTick; @@ -149,6 +150,15 @@ namespace OpenSim.Framework } catch { } } + + /// + /// Get currently watched threads for diagnostic purposes + /// + /// + public static ThreadWatchdogInfo[] GetThreads() + { + return m_threads.Values.ToArray(); + } private static void WatchdogTimerElapsed(object sender, System.Timers.ElapsedEventArgs e) { diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs index 0e17496992..393cd03898 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs @@ -5222,11 +5222,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP } catch (Exception e) { - m_log.Error("[GENERICMESSAGE] " + e); + m_log.ErrorFormat( + "[LLCLIENTVIEW]: Exeception when handling generic message {0}{1}", e.Message, e.StackTrace); } } } - m_log.Error("[GENERICMESSAGE] Not handling GenericMessage with method-type of: " + method); + + //m_log.Debug("[LLCLIENTVIEW]: Not handling GenericMessage with method-type of: " + method); return false; } diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs index 209e35c33f..5aeca8327b 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs @@ -695,9 +695,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (packet.Header.Reliable && !udpClient.PacketArchive.TryEnqueue(packet.Header.Sequence)) { if (packet.Header.Resent) - m_log.Debug("[LLUDPSERVER]: Received a resend of already processed packet #" + packet.Header.Sequence + ", type: " + packet.Type); - else - m_log.Warn("[LLUDPSERVER]: Received a duplicate (not marked as resend) of packet #" + packet.Header.Sequence + ", type: " + packet.Type); + m_log.DebugFormat( + "[LLUDPSERVER]: Received a resend of already processed packet #{0}, type {1} from {2}", + packet.Header.Sequence, packet.Type, client.Name); + else + m_log.WarnFormat( + "[LLUDPSERVER]: Received a duplicate (not marked as resend) of packet #{0}, type {1} from {2}", + packet.Header.Sequence, packet.Type, client.Name); // Avoid firing a callback twice for the same packet return; diff --git a/OpenSim/Region/CoreModules/Avatar/Assets/GetTextureModule.cs b/OpenSim/Region/CoreModules/Avatar/Assets/GetTextureModule.cs index 8aa87fddee..a3238dff9f 100644 --- a/OpenSim/Region/CoreModules/Avatar/Assets/GetTextureModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Assets/GetTextureModule.cs @@ -187,18 +187,20 @@ namespace OpenSim.Region.CoreModules.Avatar.ObjectCaps int start, end; if (TryParseRange(range, out start, out end)) { - end = Utils.Clamp(end, 1, texture.Data.Length); + end = Utils.Clamp(end, 1, texture.Data.Length - 1); start = Utils.Clamp(start, 0, end - 1); + int len = end - start + 1; //m_log.Debug("Serving " + start + " to " + end + " of " + texture.Data.Length + " bytes for texture " + texture.ID); - if (end - start < texture.Data.Length) + if (len < texture.Data.Length) response.StatusCode = (int)System.Net.HttpStatusCode.PartialContent; - response.ContentLength = end - start; + response.ContentLength = len; response.ContentType = texture.Metadata.ContentType; + response.AddHeader("Content-Range", String.Format("bytes {0}-{1}/{2}", start, end, texture.Data.Length)); - response.Body.Write(texture.Data, start, end - start); + response.Body.Write(texture.Data, start, len); } else { diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index e1c094971d..53789304a3 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -191,7 +191,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments itemID = group.GetFromItemID(); } - SetAttachmentInventoryStatus(remoteClient, AttachmentPt, itemID, group); + ShowAttachInUserInventory(remoteClient, AttachmentPt, itemID, group); AttachToAgent(sp, group, AttachmentPt, attachPos, silent); } @@ -219,8 +219,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments public UUID RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt) { - m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing single attachment from item {0} for {1}", itemID, remoteClient.Name); - return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true); } @@ -238,11 +236,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments if (updateInventoryStatus) { if (att == null) - { ShowDetachInUserInventory(itemID, remoteClient); - } - - SetAttachmentInventoryStatus(att, remoteClient, itemID, AttachmentPt); + else + ShowAttachInUserInventory(att, remoteClient, itemID, AttachmentPt); } if (null == att) @@ -313,12 +309,20 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return null; } - public UUID SetAttachmentInventoryStatus( + /// + /// Update the user inventory to the attachment of an item + /// + /// + /// + /// + /// + /// + protected UUID ShowAttachInUserInventory( SceneObjectGroup att, IClientAPI remoteClient, UUID itemID, uint AttachmentPt) { - m_log.DebugFormat( - "[ATTACHMENTS MODULE]: Updating inventory of {0} to show attachment of {1} (item ID {2})", - remoteClient.Name, att.Name, itemID); +// m_log.DebugFormat( +// "[ATTACHMENTS MODULE]: Updating inventory of {0} to show attachment of {1} (item ID {2})", +// remoteClient.Name, att.Name, itemID); if (!att.IsDeleted) AttachmentPt = att.RootPart.AttachmentPoint; @@ -343,7 +347,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments /// /// /// - public void SetAttachmentInventoryStatus( + protected void ShowAttachInUserInventory( IClientAPI remoteClient, uint AttachmentPt, UUID itemID, SceneObjectGroup att) { // m_log.DebugFormat( @@ -407,7 +411,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // Save avatar attachment information if (m_scene.AvatarFactory != null) { - m_log.Debug("[ATTACHMENTS MODULE]: Dettaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID); + m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID); m_scene.AvatarFactory.UpdateDatabase(remoteClient.AgentId, presence.Appearance); } } diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index 7e5a8ec9f1..22c89370a7 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs @@ -198,7 +198,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory public void UpdateDatabase(UUID user, AvatarAppearance appearance) { - m_log.DebugFormat("[APPEARANCE]: UpdateDatabase"); + //m_log.DebugFormat("[APPEARANCE]: UpdateDatabase"); AvatarData adata = new AvatarData(appearance); m_scene.AvatarService.SetAvatar(user, adata); } diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs index 6a0fb6311c..a675928627 100644 --- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs @@ -114,17 +114,6 @@ namespace OpenSim.Region.Framework.Interfaces /// /// void DetachSingleAttachmentToGround(UUID itemID, IClientAPI remoteClient); - - /// - /// Update the user inventory to the attachment of an item - /// - /// - /// - /// - /// - /// - UUID SetAttachmentInventoryStatus( - SceneObjectGroup att, IClientAPI remoteClient, UUID itemID, uint AttachmentPt); /// /// Update the user inventory to show a detach. diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 0e1b4b18e2..abec699658 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1348,11 +1348,15 @@ namespace OpenSim.Region.Framework.Scenes if (m_frame % m_update_presences == 0) m_sceneGraph.UpdatePresences(); +<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/Scene.cs // Update SceneObjectGroups that have scheduled themselves for updates // Objects queue their updates onto all scene presences if (m_frame % m_update_objects == 0) m_sceneGraph.UpdateObjectGroups(); +======= + // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) +>>>>>>> master:OpenSim/Region/Framework/Scenes/Scene.cs if (m_frame % m_update_coarse_locations == 0) { List coarseLocations; @@ -1370,9 +1374,12 @@ namespace OpenSim.Region.Framework.Scenes m_sceneGraph.UpdatePreparePhysics(); physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); + // Apply any pending avatar force input to the avatar's velocity if (m_frame % m_update_entitymovement == 0) m_sceneGraph.UpdateScenePresenceMovement(); + // Perform the main physics update. This will do the actual work of moving objects and avatars according to their + // velocity int tmpPhysicsMS = Util.EnvironmentTickCount(); if (m_frame % m_update_physics == 0) { diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 624640057d..9c3486e865 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -568,16 +568,6 @@ namespace OpenSim.Region.Framework.Scenes m_parentScene.AttachmentsModule.DetachSingleAttachmentToGround(group.UUID, remoteClient); } - protected internal void DetachObject(uint objectLocalID, IClientAPI remoteClient) - { - SceneObjectGroup group = GetGroupByPrim(objectLocalID); - if (group != null) - { - //group.DetachToGround(); - m_parentScene.AttachmentsModule.ShowDetachInUserInventory(group.GetFromItemID(), remoteClient); - } - } - protected internal void HandleUndo(IClientAPI remoteClient, UUID primId) { if (primId != UUID.Zero) diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 37630e011b..5b610d3c30 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1796,9 +1796,9 @@ namespace OpenSim.Region.Framework.Scenes m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); } } - // m_log.DebugFormat( - // "[SCENE]: Storing {0}, {1} in {2}", - // Name, UUID, m_scene.RegionInfo.RegionName); +// m_log.DebugFormat( +// "[SCENE]: Storing {0}, {1} in {2}", +// Name, UUID, m_scene.RegionInfo.RegionName); SceneObjectGroup backup_group = Copy(false); backup_group.RootPart.Velocity = RootPart.Velocity; diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 6d0ecf05b9..caf376bba3 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1663,6 +1663,8 @@ namespace OpenSim.Region.Framework.Scenes } } + // If the agent update does move the avatar, then calculate the force ready for the velocity update, + // which occurs later in the main scene loop if (update_movementflag || (update_rotation && DCFlagKeyPressed)) { // m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed)); @@ -4294,8 +4296,8 @@ if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for ju return; UUID itemID = m_appearance.GetAttachedItem(p); - UUID assetID = m_appearance.GetAttachedAsset(p); + //UUID assetID = m_appearance.GetAttachedAsset(p); // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down // But they're not used anyway, the item is being looked up for now, so let's proceed. //if (UUID.Zero == assetID) @@ -4333,7 +4335,7 @@ if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for ju } catch (Exception e) { - m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}", e.ToString()); + m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}{1}", e.Message, e.StackTrace); } } } diff --git a/OpenSim/Tests/ConfigurationLoaderTest.cs b/OpenSim/Tests/ConfigurationLoaderTest.cs index 4262c95827..c777acc0f1 100644 --- a/OpenSim/Tests/ConfigurationLoaderTest.cs +++ b/OpenSim/Tests/ConfigurationLoaderTest.cs @@ -69,7 +69,7 @@ namespace OpenSim.Tests [Test] public void IncludeTests() { - const string mainIniFile = "OpenSim.ini"; + const string mainIniFile = "OpenSimDefaults.ini"; m_config = new IniConfigSource(); // Create ini files in a directory structure diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini new file mode 100644 index 0000000000..8d714cecba --- /dev/null +++ b/bin/OpenSimDefaults.ini @@ -0,0 +1,1299 @@ +[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 + ; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt) + crash_dir = "crashes" + + ; Place to create a PID file + ; PIDFile = "/tmp/my.pid" + + ; 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" + + 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" + + ; ## + ; ## SYSTEM + ; ## + + ; Sets the method that OpenSim will use to fire asynchronous + ; events. Valid values are UnsafeQueueUserWorkItem, + ; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread. + ; SmartThreadPool is reported to work well on Mono/Linux, but + ; UnsafeQueueUserWorkItem has been benchmarked with better + ; performance on .NET/Windows + async_call_method = SmartThreadPool + + ; Max threads to allocate on the FireAndForget thread pool + ; when running with the SmartThreadPool option above + MaxPoolThreads = 15 + + ; ## + ; ## CLIENTS + ; ## + + ; Enables EventQueueGet Service. + EventQueue = true + + ; Set this to the DLL containing 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 tag), + ; except that everything is also enclosed in a 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 large number 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 ; (I think this was moved to the Regions.ini!) + ClampPrimSize = false + + ; Allow scripts to cross region boundaries. These are recompiled on the new region. + AllowScriptCrossing = false + + ; Allow compiled script binary code to cross region boundaries. + ; 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 + + ; Combine all contiguous regions into one large megaregion + ; Order your regions from South to North, West to East in your regions.ini and then set this to true + ; Warning! Don't use this with regions that have existing content!, This will likely break them + CombineContiguousRegions = false + + ; If you have only one region in an instance, or to avoid the many bugs + ; that you can trigger in modules by restarting a region, set this to + ; true to make the entire instance exit instead of restarting the region. + ; This is meant to be used on systems where some external system like + ; Monit will restart any instance that exits, thereby making the shutdown + ; into a restart. + ;InworldRestartShutsDown = false + + ; ## + ; ## PRIM STORAGE + ; ## + + ; 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. + ; + ; Meshmerizer properly handles complex prims by using triangle meshes. + ; Note that only the ODE physics engine currently deals with meshed prims in a satisfactory way + ; + ; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports + ; Usually this is only a box + + meshing = Meshmerizer + ;meshing = ZeroMesher + + ; Choose one of the physics engines below + ; OpenDynamicsEngine is by some distance the most developed physics engine + ; basicphysics effectively does not model physics at all, making all objects phantom + + physics = OpenDynamicsEngine + ;physics = basicphysics + ;physics = POS + ;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 + ;region_manager_is_god = false + ;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 = "XEngine" + + ; ## + ; ## WORLD MAP + ; ## + + ;WorldMapModule = "WorldMap" + ;MapImageModule = "MapImageModule" + ; Set to false to not generate any maptiles + ;GenerateMaptiles = "true" + ; Refresh (in seconds) the map tile periodically + ;MaptileRefresh = 0 + ; If not generating maptiles, use this static texture asset ID + ;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000" + + ; ## + ; ## EMAIL MODULE + ; ## + + ;emailmodule = DefaultEmailModule + + ; ## + ; ## ANIMATIONS + ; ## + + ; If enabled, enableFlySlow will change the primary fly state to + ; FLYSLOW, and the "always run" state will be the regular fly. + + enableflyslow = false + + ; PreJump is an additional animation state, but it probably + ; won't look right until the physics engine supports it + ; (i.e delays takeoff for a moment) + + ; This is commented so it will come on automatically once it's + ; supported. + + ; enableprejump = true + + ; Simulator Stats URI + ; Enable JSON simulator data by setting a URI name (case sensitive) + ; Stats_URI = "jsonSimStats" + + ; Make OpenSim start all regions woth logins disabled. They will need + ; to be enabled from the console if this is set + ; StartDisabled = false + + ; Image decoding. Use CSJ2K for layer boundary decoding if true, + ; OpenJPEG if false + ; UseCSJ2K = true + +[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 + +[Network] + ConsoleUser = "Test" + ConsolePass = "secret" + http_listener_port = 9000 + console_port = 0 + + ; ssl config: Experimental! The auto https config only really works definately on windows XP now + ; you need a Cert Request/Signed pair installed in the MY store with the CN specified below + ; you can use https on other platforms, but you'll need to configure the httpapi yourself for now + http_listener_ssl = false ; Also create a SSL server + http_listener_cn = "localhost" ; Use the cert with the common name + http_listener_sslport = 9001 ; Use this port for SSL connections + http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer + + ; Hostname to use in llRequestURL/llRequestSecureURL + ; if not defined - default machine name is being used + ; (on Windows this mean NETBIOS name - useably only inside local network) + ; ExternalHostNameForLSL=127.0.0.1 + + ; What is reported as the "X-Secondlife-Shard" + ; Defaults to the user server url if not set + ; The old default is "OpenSim", set here for compatibility + shard = "OpenSim" + + ; What is reported as the "User-Agent" when using llHTTPRequest + ; Defaults to not sent if not set here. See the notes section in the wiki at + ; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding + ; " (Mozilla Compatible)" to the text where there are problems with a web server + ;user_agent = "OpenSim LSL (Mozilla Compatible)" + +[XMLRPC] + ; ## + ; ## Scripting XMLRPC mapper + ; ## + + ; If enabled, this will post an event, "xmlrpc_uri(string)" to the + ; script concurrently with the first remote_data event. + ; This will contain the fully qualified URI an external site needs + ; to use to send XMLRPC requests to that script + + ;XmlRpcRouterModule = "XmlRpcRouterModule" + ;XmlRpcPort = 20800 + +[ClientStack.LindenUDP] + ; Set this to true to process incoming packets asynchronously. Networking is + ; already separated from packet handling with a queue, so this will only + ; affect whether networking internals such as packet decoding and + ; acknowledgement accounting are done synchronously or asynchronously + ; + ;async_packet_handling = false + + ; The client socket receive buffer size determines how many + ; incoming requests we can process; the default on .NET is 8192 + ; which is about 2 4k-sized UDP datagrams. On mono this is + ; whatever the underlying operating system has as default; for + ; example, ubuntu 8.04 or SLES11 have about 111k, which is about + ; 27 4k-sized UDP datagrams (on linux platforms you can [as root] + ; do "sysctl net.core.rmem_default" to find out what your system + ; uses a default socket receive buffer size. + ; + ; client_socket_rcvbuf_size allows you to specify the receive + ; buffer size LLUDPServer should use. NOTE: this will be limited + ; by the system's settings for the maximum client receive buffer + ; size (on linux systems you can set that with "sysctl -w + ; net.core.rmem_max=X") + ; + ;client_socket_rcvbuf_size = 8388608 + + ; Maximum outbound bytes per second for a single scene. This can be used to + ; throttle total outbound UDP traffic for a simulator. The default value is + ; 0, meaning no throttling at the scene level. The example given here is + ; 20 megabits + ; + ;scene_throttle_max_bps = 2621440 + + ; Maximum bits per second to send to any single client. This will override + ; the user's viewer preference settings. The default value is 0, meaning no + ; aggregate throttling on clients (only per-category throttling). The + ; example given here is 1.5 megabits + ; + ;client_throttle_max_bps = 196608 + + ; Per-client bytes per second rates for the various throttle categories. + ; These are default values that will be overriden by clients + ; + ;resend_default = 12500 + ;land_default = 1000 + ;wind_default = 1000 + ;cloud_default = 1000 + ;task_default = 1000 + ;texture_default = 1000 + ;asset_default = 1000 + ;state_default = 1000 + + ; Per-client maximum burst rates in bytes per second for the various + ; throttle categories. These are default values that will be overriden by + ; clients + ; + ;resend_limit = 18750 + ;land_limit = 29750 + ;wind_limit = 18750 + ;cloud_limit = 18750 + ;task_limit = 18750 + ;texture_limit = 55750 + ;asset_limit = 27500 + ;state_limit = 37000 + + ; Configures how ObjectUpdates are aggregated. These numbers + ; do not literally mean how many updates will be put in each + ; packet that goes over the wire, as packets are + ; automatically split on a 1400 byte boundary. These control + ; the balance between responsiveness of interest list updates + ; and total throughput. Higher numbers will ensure more full- + ; sized packets and faster sending of data, but more delay in + ; updating interest lists + ; + ;PrimTerseUpdatesPerPacket = 25 + ;AvatarTerseUpdatesPerPacket = 10 + ;PrimFullUpdatesPerPacket = 100 + + ; TextureSendLimit determines how many packets will be put on + ; the outgoing queue each cycle. Like the settings above, this + ; is a balance between responsiveness to priority updates and + ; total throughput. Higher numbers will give a better + ; throughput at the cost of reduced responsiveness to client + ; priority changes or transfer aborts + ; + ;TextureSendLimit = 20 + + ; Quash and remove any light properties from attachments not on the + ; hands. This allows flashlights and lanterns to function, but kills + ; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps + ; will also be affected. + ; + ;DisableFacelights = "false" + +[Chat] + ; Controls whether the chat module is enabled. Default is true. + enabled = true; + + ; Distance in meters that whispers should travel. Default is 10m + whisper_distance = 10 + + ; Distance in meters that ordinary chat should travel. Default is 30m + say_distance = 30 + + ; Distance in meters that shouts should travel. Default is 100m + shout_distance = 100 + + +[Messaging] + ; Control which region module is used for instant messaging. + ; Default is InstantMessageModule (this is the name of the core IM module as well as the setting) + InstantMessageModule = InstantMessageModule + ; MessageTransferModule = MessageTransferModule + ; OfflineMessageModule = OfflineMessageModule + ; OfflineMessageURL = http://yourserver/Offline.php + ; MuteListModule = MuteListModule + ; MuteListURL = http://yourserver/Mute.php + + ; Control whether group messages are forwarded to offline users. Default is true. + ; ForwardOfflineGroupMessages = true + + +[ODEPhysicsSettings] + ;## + ;## World Settings + ;## + + ;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s + world_gravityx = 0 + world_gravityy = 0 + world_gravityz = -9.8 + + ; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically) + ; reference: fps = (0.09375/ODE_STEPSIZE) * 1000; + world_stepsize = 0.020 + world_internal_steps_without_collisions = 10 + + ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim + world_hashspace_size_low = -4 + world_hashSpace_size_high = 128 + + ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim + meters_in_small_space = 29.9 + small_hashspace_size_low = -4 + small_hashspace_size_high = 66 + + ; ## + ; ## Contact properties. (the stuff that happens when things come in contact with each other) + ; ## + + ; surface layer around geometries other geometries can sink into before generating a contact + world_contact_surface_layer = 0.001 + + ; Filtering collisions helps keep things stable physics wise, but sometimes + ; it can be overzealous. If you notice bouncing, chances are it's that. + filter_collisions = false + + ; Non Moving Terrain Contact (avatar isn't moving) + nm_terraincontact_friction = 255.0 + nm_terraincontact_bounce = 0.1 + nm_terraincontact_erp = 0.1025 + + ; Moving Terrain Contact (avatar is moving) + m_terraincontact_friction = 75.0 + m_terraincontact_bounce = 0.05 + m_terrainContact_erp = 0.05025 + + ; Moving Avatar to object Contact + m_avatarobjectcontact_friction = 75.0 + m_avatarobjectcontact_bounce = 0.1 + + ; Object to Object Contact and Non-Moving Avatar to object + objectcontact_friction = 250.0 + objectcontact_bounce = 0.2 + + ; ## + ; ## Avatar Control + ; ## + + ; PID Controller Settings. These affect the math that causes the avatar to reach the + ; desired velocity + ; See http://en.wikipedia.org/wiki/PID_controller + + av_pid_derivative_linux = 2200.0 + av_pid_proportional_linux = 900.0; + + av_pid_derivative_win = 2200.0 + av_pid_proportional_win = 900.0; + + ;girth of the avatar. Adds radius to the height also + av_capsule_radius = 0.37 + + ; Max force permissible to use to keep the avatar standing up straight + av_capsule_standup_tensor_win = 550000 + av_capsule_standup_tensor_linux = 550000 + + ; specifies if the capsule should be tilted (=true; old compatibility mode) + ; or straight up-and-down (=false; better and more consistent physics behavior) + av_capsule_tilted = false + + ; used to calculate mass of avatar. + ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH); + ; av_density * AVvolume; + av_density = 80 + + ; use this value to cut 52% of the height the sim gives us + av_height_fudge_factor = 0.52 + + ; Movement. Smaller is faster. + + ; speed of movement with Always Run off + av_movement_divisor_walk = 1.3 + + ; speed of movement with Always Run on + av_movement_divisor_run = 0.8 + + ; When the avatar flies, it will be moved up by this amount off the ground (in meters) + minimum_ground_flight_offset = 3.0 + + ; ## + ; ## Object options + ; ## + + ; used in the mass calculation. + geometry_default_density = 10.000006836 + + ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep + body_frames_auto_disable = 20 + + ; used to control llMove2Target + body_pid_derivative = 35 + body_pid_gain = 25 + + ; maximum number of contact points to generate per collision + contacts_per_collision = 80 + + ; amount of time a geom/body will try to cross a region border before it gets disabled + geom_crossing_failures_before_outofbounds = 5 + + ; start throttling the object updates if object comes in contact with 3 or more other objects + geom_contactpoints_start_throttling = 3 + + ; send 1 update for every x updates below when throttled + geom_updates_before_throttled_update = 15 + + ; Used for llSetStatus. How rigid the object rotation is held on the axis specified + body_motor_joint_maxforce_tensor_linux = 5 + body_motor_joint_maxforce_tensor_win = 5 + + ; Maximum mass an object can be before it is clamped + maximum_mass_object = 10000.01 + + ; ## + ; ## Sculpted Prim settings + ; ## + + ; Do we want to mesh sculpted prim to collide like they look? + mesh_sculpted_prim = true + + ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies + mesh_lod = 32 + + ; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies + mesh_physical_lod = 16 + + ; ## + ; ## Physics logging settings - logfiles are saved to *.DIF files + ; ## + + ; default is false + ;physics_logging = true + ;; every n simulation iterations, the physics snapshot file is updated + ;physics_logging_interval = 50 + ;; append to existing physics logfile, or overwrite existing logfiles? + ;physics_logging_append_existing_logfile = true + + ; ## + ; ## Joint support + ; ## + + ; if you would like physics joints to be enabled through a special naming convention in the client, set this to true. + ; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics) + ; default is false + ;use_NINJA_physics_joints = true + + ; ## + ; ## additional meshing options + ; ## + + ; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and + ; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to + ; true. Note that this will increase memory usage and region startup time. Default is false. + ;force_simple_prim_meshing = true + + +[RemoteAdmin] + enabled = false + + ; Set this to a nonzero value to have remote admin use a different port + port = 0 + + ; This password is required to make any XMLRPC call (should be set as the "password" parameter) + access_password = unknown + + ; set this variable to true if you want the create_region XmlRpc + ; call to unconditionally enable voice on all parcels for a newly + ; created region [default: false] + create_region_enable_voice = false + + ; set this variable to false if you want the create_region XmlRpc + ; call to create all regions as private per default (can be + ; overridden in the XmlRpc call) [default: true] + create_region_public = false + + ; the create_region XmlRpc call uses region_file_template to generate + ; the file name of newly create regions (if they are created + ; persistent). the parameter available are: + ; {0} - X location + ; {1} - Y location + ; {2} - region UUID + ; {3} - region port + ; {4} - region name with " ", ":", "/" mapped to "_" + region_file_template = "{0}x{1}-{2}.ini" + + ; we can limit the number of regions that XmlRpcCreateRegion will + ; allow by setting this to a positive, non-0 number: as long as the + ; number of regions is below region_limits, XmlRpcCreateRegion will + ; succeed. setting region_limit to 0 disables the check. + ; default is 0 + ;region_limit = 0 + + ; enable only those methods you deem to be appropriate using a | delimited whitelist + ; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml + ; if this parameter is not specified but enabled = true, all methods will be available + enabled_methods = all + + ; specify the default appearance for an avatar created through the remote admin interface + ; This will only take effect is the file specified by the default_appearance setting below exists + ;default_male = Default Male + ;default_female = Default Female + + ; update appearance copies inventory items and wearables of default avatars. if this value is false + ; (default), just worn assets are copied to the Clothes folder; if true, all Clothes and Bodyparts + ; subfolders are copied. the receiver will wear the same items the default avatar did wear. + ;copy_folders = false + + ; path to default appearance XML file that specifies the look of the default avatars + ;default_appearance = default_appearance.xml + +[RestPlugins] + ; Change this to true to enable REST Plugins. This must be true if you wish to use + ; REST Region or REST Asset and Inventory Plugins + enabled = false + god_key = SECRET + prefix = /admin + + +[RestRegionPlugin] + ; Change this to true to enable the REST Region Plugin + enabled = false + + +[RestHandler] + ; Change this to true to enable the REST Asset and Inventory Plugin + enabled = false + authenticate = true + secured = true + extended-escape = true + realm = OpenSim REST + dump-asset = false + path-fill = true + dump-line-size = 32 + flush-on-error = true + + +; Uncomment the following for IRC bridge +; experimental, so if it breaks... keep both parts... yada yada +; also, not good error detection when it fails +;[IRC] + ;enabled = true ; you need to set this otherwise it won't connect + ;server = name.of.irc.server.on.the.net + ;; user password - only use this if the server requires one + ;password = mypass + ;nick = OpenSimBotNameProbablyMakeThisShorter + ;channel = #the_irc_channel_you_want_to_connect_to + ;user = "USER OpenSimBot 8 * :I'm an OpenSim to IRC bot" + ;port = 6667 + ;; channel to listen for configuration commands + ;commands_enabled = false + ;command_channel = 2777 + ;report_clients = true + ;; relay private chat connections + ;; relay_private_channels = true: will relay IRC chat from/to private in-world channels + ;; relay_private_channel_out -- channel to send messages out to the IRC bridge + ;; relay_private_channel_in -- channel to receive message from the IRC bridge + ;; relay_chat = false: IRC bridge will not relay normal chat + ;; access_password -- simple security device + ;; + ;; so, to just relay chat from an IRC channel to in-world region and vice versa: + ;; + ;; relay_private_channels = false + ;; relay_chat = true + ;; + ;; to relay chat only to/from private in-world channels: + ;; + ;; relay_chat = false + ;; relay_private_channels = true + ;; relay_private_channel_in = 2226 + ;; relay_private_channel_out = 2225 + ;; + ;; in this example, all chat coming in from IRC will be send out via + ;; in-world channel 2226, and all chat from in-world channel 2225 will + ;; be relayed to the IRC channel. + ;; + ;relay_private_channels = false + ;relay_private_channel_in = 2226 + ;relay_private_channel_out = 2225 + ;relay_chat = true + ;access_password = foobar + + ;;fallback_region = name of "default" region + ;;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message + ;; must start with "PRIVMSG {0} : " or irc server will get upset + ;;for : : + ;;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}" + ;;for : - : + ;msgformat = "PRIVMSG {0} : {3} - {1} of {2}" + ;;for : - from : + ;;msgformat = "PRIVMSG {0} : {3} - from {1}" + + ;; exclude_list allows you to stop the IRC connector from announcing the + ;;arrival and departure of certain users. For example: admins, bots. + + ;exclude_list=User 1,User 2,User 3 + + +;[CMS] + ;enabled = true + ;channel = 345 + + +; Uncomment the following to control the progression of daytime +; in the Sim. The defaults are what is shown below +;[Sun] + ; number of wall clock hours for an opensim day. 24.0 would mean realtime + ;day_length = 4 + ; Year length in days + ;year_length = 60 + ; Day to Night Ratio + ;day_night_offset = 0.45 + ; send a Sun update every update_interval # of frames. A lower number will + ; make for smoother sun transition at the cost of network + ;update_interval = 100 + + +[Wind] + ; Enables the wind module. Default is true + enabled = true + + ; How often should wind be updated, as a function of world frames. Approximately 50 frames a second + wind_update_rate = 150 + + ; The Default Wind Plugin to load + wind_plugin = SimpleRandomWind + + ; These settings are specific to the ConfigurableWind plugin + ; To use ConfigurableWind as the default, simply change wind_plugin to ConfigurableWind and uncomment the following. + ; avg_strength = 5.0 + ; avg_direction = 0.0 + ; var_strength = 0.0 + ; var_direction = 0.0 + ; rate_change = 1.0 + + ; This setting is specific to the SimpleRandomWind plugin + ; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. Default is 1.0 + strength = 1.0 + + +[Cloud] + ; Enable this to generate classic particle clouds above the sim. + ; default is disabled - turn it on here + enabled = false + + ; Density of cloud cover 0.0 to 1.0 Defult 0.5 + density = 0.5 + + ; update interval for the cloud cover data returned by llCloud(). + ; default is 1000 + cloud_update_rate = 1000 + +[LightShare] + + ; This enables the transmission of Windlight scenes to supporting clients, such as the Meta7 viewer. + ; It has no ill effect on viewers which do not support server-side windlight settings. + ; Currently we only have support for MySQL databases. + enable_windlight = false; + +[Trees] + ; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying + ; default is false + active_trees = false + + ; Density of tree population + tree_density = 1000.0 + + +[VectorRender] + + ; the font to use for rendering text (default: Arial) + ; font_name = "Arial" + + +[LL-Functions] + ; Set the following to true to allow administrator owned scripts to execute console commands + ; currently unused + ; AllowosConsoleCommand=false + + AllowGodFunctions = false + + ; Maximum number of llListen events we allow per script + ; Set this to 0 to have no limit imposed. + max_listens_per_script = 64 + + +[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" + + +[Economy] + ; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only - + + ; Enables selling things for $0 + SellEnabled = "false" + + ; 45000 is the highest value that the sim could possibly report because of protocol constraints + ObjectCapacity = 45000 + + ; Money Unit fee to upload textures, animations etc + PriceUpload = 0 + + ; Money Unit fee to create groups + PriceGroupCreate = 0 + + ; We don't really know what the rest of these values do. These get sent to the client + ; These taken from Agni at a Public Telehub. Change at your own risk. + ObjectCount = 0 + PriceEnergyUnit = 100 + PriceObjectClaim = 10 + PricePublicObjectDecay = 4 + PricePublicObjectDelete = 4 + PriceParcelClaim = 1 + PriceParcelClaimFactor = 1 + + PriceRentLight = 5 + TeleportMinPrice = 2 + TeleportPriceExponent = 2 + EnergyEfficiency = 1 + PriceObjectRent = 1 + PriceObjectScaleFactor = 10 + PriceParcelRent = 1 + + +[SVN] + Enabled = false + Directory = SVNmodule\repo + URL = "svn://your.repo.here/" + Username = "user" + Password = "password" + ImportOnStartup = false + Autosave = false + AutoSavePeriod = 15 ; Number of minutes between autosave backups + + +[XEngine] + ; Enable this engine in this OpenSim instance + Enabled = true + + ; How many threads to keep alive even if nothing is happening + MinThreads = 2 + + ; How many threads to start at maximum load + MaxThreads = 100 + + ; Time a thread must be idle (in seconds) before it dies + IdleTimeout = 60 + + ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest") + Priority = "BelowNormal" + + ; Maximum number of events to queue for a script (excluding timers) + MaxScriptEventQueue = 300 + + ; Stack size per thread created + ThreadStackSize = 262144 + + ; Set this to true (the default) to load each script into a separate + ; AppDomain. Setting this to false will load all script assemblies into the + ; current AppDomain, which will reduce the per-script overhead at the + ; expense of reduced security and the inability to garbage collect the + ; script assemblies + AppDomainLoading = true + + ; Rate to poll for asynchronous command replies (ms) + ; currently unused + ;AsyncLLCommandLoopms = 50 + + ; Save the source of all compiled scripts + WriteScriptSourceToDebugFile = false + + ; Default language for scripts + DefaultCompileLanguage = lsl + + ; List of allowed languages (lsl,vb,js,cs) + ; 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 debug info (line numbers) into the script assemblies + CompileWithDebugInformation = true + + ; Allow the user of mod* functions. This allows a script to pass messages + ; to a region module via the modSendCommand() function + ; Default is false + AllowMODFunctions = false + + ; Allow the use of os* functions (some are dangerous) + AllowOSFunctions = false + + ; Allow the user of LightShare functions + AllowLightShareFunctions = false + + ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe + OSFunctionThreatLevel = VeryLow + + ; Interval (s) between background save of script states + SaveInterval = 120 + + ; Interval (s) between maintenance runs (0 = disable) + MaintenanceInterval = 10 + + ; Time a script can spend in an event handler before it is interrupted + EventLimit = 30 + + ; If a script overruns it's event limit, kill the script? + KillTimedOutScripts = false + + ; Sets the multiplier for the scripting delays + ScriptDelayFactor = 1.0 + + ; The factor the 10 m distances llimits are multiplied by + ScriptDistanceLimitFactor = 1.0 + + ; Maximum length of notecard line read + ; Increasing this to large values potentially opens + ; up the system to malicious scripters + ; NotecardLineReadCharsMax = 255 + + ; Sensor settings + SensorMaxRange = 96.0 + SensorMaxResults = 16 + + ; OS Functions enable/disable + ; For each function, you can add one line, as shown + ; The default for all functions allows them if below threat level + + ; true allows the use of the function unconditionally + ; Allow_osSetRegionWaterHeight = true + + ; false disables the function completely + ; Allow_osSetRegionWaterHeight = false + + ; Comma separated list of UUIDS allows the function for that list of UUIDS + ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb + + ; You can also use script creators as the uuid + ; Creators_osSetRegionWaterHeight = , ... + + ; If both Allow_ and Creators_ are given, effective permissions + ; are the union of the two. + + ; Allow for llCreateLink and llBreakLink to work without asking for permission + ; only enable this in a trusted environment otherwise you may be subject to hijacking + ; AutomaticLinkPermission = false + + ; Disable underground movement of prims (default true); set to + ; false to allow script controlled underground positioning of + ; prims + ; DisableUndergroundMovement = true + + +[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" + + +[Concierge] + ; Enable concierge module + ; Default is false + enabled = false + + ; name of the concierge + whoami = "jeeves" + + ; password for updating the welcome message templates via XmlRpc + password = SECRET + + ; regex specifying for which regions concierge service is desired; if + ; empty, then for all + regions = "^MeetingSpace-" + + ; for each region that matches the regions regexp you can provide + ; (optionally) a welcome template using format substitution: + ; {0} is replaced with the name of the avatar entering the region + ; {1} is replaced with the name of the region + ; {2} is replaced with the name of the concierge (whoami variable above) + + welcomes = /path/to/welcome/template/directory + + ; Concierge can send attendee lists to an event broker whenever an + ; avatar enters or leaves a concierged region. the URL is subject + ; to format substitution: + ; {0} is replaced with the region's name + ; {1} is replaced with the region's UUID + broker = "http://broker.place.com/{1}" + + +[RegionReady] + ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled + ; default is false + enabled = false + + ; Channel on which to signal region readiness through a message + ; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]" + ; - the first field indicating whether this is an initial server startup + ; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error) + ; - the third field is a number indicating how many scripts failed to compile + ; - "oar error" if supplied, provides the error message from the OAR load + channel_notify = -800 + + +[MRM] + ; Enables the Mini Region Modules Script Engine. + ; default is false + Enabled = false + + ; Runs MRM in a Security Sandbox + ; WARNING: DISABLING IS A SECURITY RISK. + Sandboxed = true + + ; The level sandbox to use, adjust at your OWN RISK. + ; Valid values are: + ; * FullTrust + ; * SkipVerification + ; * Execution + ; * Nothing + ; * LocalIntranet + ; * Internet + ; * Everything + SandboxLevel = "Internet" + + ; Only allow Region Owners to run MRMs + ; May represent a security risk if you disable this. + OwnerOnly = true + +[Hypergrid] + ; Keep it false for now. Making it true requires the use of a special client in order to access inventory + safemode = false + +[VivoxVoice] + ; The VivoxVoice module will allow you to provide voice on your + ; region(s). It uses the same voice technology as the LL grid and + ; works with recent LL clients (we have tested 1.22.9.110075, so + ; anything later ought to be fine as well). + ; + ; For this to work you need to obtain an admin account from Vivox + ; that allows you to create voice accounts and region channels. + + enabled = false + + ; vivox voice server + vivox_server = www.foobar.vivox.com + + ; vivox SIP URI + vivox_sip_uri = foobar.vivox.com + + ; vivox admin user name + vivox_admin_user = DeepThroat + + ; vivox admin password + vivox_admin_password = VoiceG4te + + ; channel type: "channel" or "positional" + ; - positional: spatial sound (default) + ; - channel: normal "conference call", no spatial sound + ;vivox_channel_type = positional + + ; channel characteristics (unless you know what you are doing, i'd + ; leave them as they are --- now you WILL muck around with them, + ; huh? sigh) + + ; channel distance model: + ; 0 - no attenuation + ; 1 - inverse distance attenuation + ; 2 - linear attenuation (default) + ; 3 - exponential attenuation + ;vivox_channel_distance_model = 2 + + ; channel mode: + ; - "open" (default) + ; - "lecture" + ; - "presentation" + ; - "auditorium" + ;vivox_channel_mode = "open" + + ; channel roll off: rate of attenuation + ; - a value between 1.0 and 4.0, default is 2.0 + ;vivox_channel_roll_off = 2.0 + + ; channel max range: distance at which channel is silent + ; - a value between 0 and 160, default is 80 + ;vivox_channel_max_range = 80 + + ; channel clamping distance: distance before attenuation applies + ; - a value between 0 and 160, default is 10 + ;vivox_channel_clamping_distance = 10 + +[FreeSwitchVoice] + ; In order for this to work you need a functioning FreeSWITCH PBX set up. + ; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module + enabled = false + ; FreeSWITCH server is going to contact us and ask us all sorts of things + freeswitch_server_user = freeswitch + freeswitch_server_pass = password + freeswitch_api_prefix = /api + ; external IP address of your OpenSim voice enabled region + ; note: all regions running on same OpenSim.exe will be enabled + freeswitch_service_server = ip.address.of.your.sim + ; this should be the same port the region listens on + freeswitch_service_port = 9000 + freeswitch_realm = ip.address.of.freeswitch.server + freeswitch_sip_proxy = ip.address.of.freeswitch.server:5060 + ; STUN = Simple Traversal of UDP through NATs + ; See http://wiki.freeswitch.org/wiki/NAT_Traversal + ; stun.freeswitch.org is not guaranteed to be running so use it in production at your own risk + freeswitch_attempt_stun = false + freeswitch_stun_server = ip.address.of.stun.server + freeswitch_echo_server = ip.address.of.freeswitch.server + freeswitch_echo_port = 50505 + freeswitch_well_known_ip = ip.address.of.freeswitch.server + ; + ; Type the address of your http server here, hostname is allowed. This is provided so you can specify a hostname + ; This is used by client for account verification. By default, it's the same as the freeswitch service server. + ; + ; opensim_well_known_http_address = Address_Of_Your_SIM_HTTP_Server_Hostname_Allowed + ; + freeswitch_default_timeout = 5000 + freeswitch_subscribe_retry = 120 + ; freeswitch_password_reset_url = + +[Groups] + Enabled = false + + ; This is the current groups stub in Region.CoreModules.Avatar.Groups. All the other settings below only really + ; apply to the Flotsam/SimianGrid GroupsModule + Module = Default + + ; This module can use a PHP XmlRpc server from the Flotsam project at http://code.google.com/p/flotsam/ + ; or from the SimianGrid project at http://code.google.com/p/openmetaverse + ;Module = GroupsModule + + ; Enable Group Notices + ;NoticesEnabled = true + + ; This makes the Groups modules very chatty on the console. + DebugEnabled = false + + ; Specify which messaging module to use for groups messaging and if it's enabled + ;MessagingModule = GroupsMessagingModule + ;MessagingEnabled = true + + ; Service connectors to the Groups Service. Select one depending on whether you're using a Flotsam XmlRpc backend or a SimianGrid backend + + ; SimianGrid Service for Groups + ;ServicesConnectorModule = SimianGroupsServicesConnector + ;GroupsServerURI = http://mygridserver.com:82/Grid/ + + ; Flotsam XmlRpc Service for Groups + ;ServicesConnectorModule = XmlRpcGroupsServicesConnector + ;GroupsServerURI = http://yourxmlrpcserver.com/xmlrpc.php + + ; XmlRpc Security settings. These must match those set on your backend groups service. + ;XmlRpcServiceReadKey = 1234 + ;XmlRpcServiceWriteKey = 1234 + + ; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests, + ; this is a work around fora problem discovered on some Windows based region servers. + ; Only disable keep alive if you see a large number (dozens) of the following Exceptions: + ; System.Net.WebException: The request was aborted: The request was canceled. + ; XmlRpcDisableKeepAlive = false + + +[PacketPool] + ; Enables the experimental packet pool. Yes, we've been here before. + ;RecyclePackets = true; + ;RecycleDataBlocks = true; + + +[InterestManagement] + ; This section controls how state updates are prioritized for each client + ; Valid values are Time, Distance, SimpleAngularDistance, and FrontBack + UpdatePrioritizationScheme = FrontBack + ReprioritizationEnabled = true + ReprioritizationInterval = 2000.0 + RootReprioritizationDistance = 10.0 + ChildReprioritizationDistance = 20.0 + + +[WebStats] +; View region statistics via a web page +; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page +; Use a web browser and type in the "Login URI" + "/SStats/" +; For example- http://127.0.0.1:9000/SStats/ +; enabled=false + + +[MediaOnAPrim] + ; Enable media on a prim facilities + Enabled = true; + + +;; +;; These are defaults that are overwritten below in [Architecture]. +;; These defaults allow OpenSim to work out of the box with +;; zero configuration +;; +[AssetService] + DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll" + AssetLoaderArgs = "assets/AssetSets.xml" + + ; Disable this to prevent the default asset set from being inserted into the + ; asset store each time the region starts + AssetLoaderEnabled = true + +[GridService] + ;; default standalone, overridable in StandaloneCommon.ini + StorageProvider = "OpenSim.Data.Null.dll:NullRegionData" + + ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; + ;; The following is the configuration section for the new style services + ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +[Architecture] + ; Choose exactly one and only one of the architectures below. + + Include-Standalone = "config-include/Standalone.ini" + ;Include-HGStandalone = "config-include/StandaloneHypergrid.ini" + ;Include-Grid = "config-include/Grid.ini" + ;Include-HGGrid = "config-include/GridHypergrid.ini" + ;Include-SimianGrid = "config-include/SimianGrid.ini" + ;Include-HyperSimianGrid = "config-include/HyperSimianGrid.ini" + + ; Then choose + ; config-include/StandaloneCommon.ini.example (if you're in standlone) OR + ; config-include/GridCommon.ini.example (if you're connected to a grid) + ; Copy to your own .ini there (without .example extension) and edit it + ; to customize your data + + + ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; + ;; The below pulls in optional module config files + ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +[Modules] + Include-modules = "addon-modules/*/config/*.ini" + + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;; ENSURE [Architecture] and [Modules] Sections with their "includes" +;; are last to allow for overrides +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; diff --git a/bin/config-include/storage/SQLiteLegacyStandalone.ini b/bin/config-include/storage/SQLiteLegacyStandalone.ini new file mode 100644 index 0000000000..facbbd6bcd --- /dev/null +++ b/bin/config-include/storage/SQLiteLegacyStandalone.ini @@ -0,0 +1,17 @@ +; These are the initialization settings for running OpenSim Standalone with an SQLite database + +[DatabaseService] + StorageProvider = "OpenSim.Data.SQLiteLegacy.dll" + ConnectionString = "URI=file:OpenSim.db,version=3,UseUTF16Encoding=True" + +[AvatarService] + ConnectionString = "URI=file:avatars.db,version=3" + +[AuthenticationService] + ConnectionString = "URI=file:auth.db,version=3" + +[UserAccountService] + ConnectionString = "URI=file:userprofiles.db,version=3" + +[FriendsService] + ConnectionString = "URI=file:friends.db,version=3" diff --git a/bin/config-include/storage/SQLiteStandalone.ini b/bin/config-include/storage/SQLiteStandalone.ini new file mode 100644 index 0000000000..10e6991954 --- /dev/null +++ b/bin/config-include/storage/SQLiteStandalone.ini @@ -0,0 +1,26 @@ +; These are the initialization settings for running OpenSim Standalone with an SQLite database + +[DatabaseService] + StorageProvider = "OpenSim.Data.SQLite.dll" + ConnectionString = "URI=file:OpenSim.db,version=3,UseUTF16Encoding=True" + +[InventoryService] + ;ConnectionString = "URI=file:inventory.db,version=3" + ; if you have a legacy inventory store use the connection string below + ConnectionString = "URI=file:inventory.db,version=3,UseUTF16Encoding=True" + +[AvatarService] + ConnectionString = "URI=file:avatars.db,version=3" + +[AuthenticationService] + ConnectionString = "URI=file:auth.db,version=3" + +[UserAccountService] + ConnectionString = "URI=file:userprofiles.db,version=3" + +[GridUserService] + ConnectionString = "URI=file:griduser.db,version=3" + +[FriendsService] + ConnectionString = "URI=file:friends.db,version=3" +