Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
1ad3fdb40b
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@ -162,7 +162,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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}
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}
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protected void InitModule(IConfigSource config)
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protected virtual void InitModule(IConfigSource config)
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{
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IConfig friendsConfig = config.Configs["Friends"];
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if (friendsConfig != null)
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@ -546,7 +546,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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}
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}
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private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
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protected virtual void OnInstantMessage(IClientAPI client, GridInstantMessage im)
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{
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if ((InstantMessageDialog)im.dialog == InstantMessageDialog.FriendshipOffered)
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{
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@ -50,6 +50,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private int m_levelHGFriends = 0;
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IUserManagement m_uMan;
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public IUserManagement UserManagementModule
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{
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@ -87,6 +89,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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m_StatusNotifier = new HGStatusNotifier(this);
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}
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protected override void InitModule(IConfigSource config)
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{
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base.InitModule(config);
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// Additionally to the base method
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IConfig friendsConfig = config.Configs["HGFriendsModule"];
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if (friendsConfig != null)
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{
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m_levelHGFriends = friendsConfig.GetInt("LevelHGFriends", 0);
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// TODO: read in all config variables pertaining to
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// HG friendship permissions
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}
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}
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#endregion
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#region IFriendsSimConnector
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@ -105,6 +122,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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#endregion
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protected override void OnInstantMessage(IClientAPI client, GridInstantMessage im)
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{
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if ((InstantMessageDialog)im.dialog == InstantMessageDialog.FriendshipOffered)
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{
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// we got a friendship offer
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UUID principalID = new UUID(im.fromAgentID);
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UUID friendID = new UUID(im.toAgentID);
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// Check if friendID is foreigner and if principalID has the permission
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// to request friendships with foreigners. If not, return immediately.
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if (!UserManagementModule.IsLocalGridUser(friendID))
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{
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ScenePresence avatar = null;
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((Scene)client.Scene).TryGetScenePresence(principalID, out avatar);
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if (avatar == null)
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return;
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if (avatar.UserLevel < m_levelHGFriends)
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{
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client.SendAgentAlertMessage("Unable to send friendship invitation to foreigner. Insufficient permissions.", false);
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return;
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}
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}
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}
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base.OnInstantMessage(client, im);
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}
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protected override void OnApproveFriendRequest(IClientAPI client, UUID friendID, List<UUID> callingCardFolders)
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{
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// Update the local cache. Yes, we need to do it right here
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@ -157,12 +157,18 @@ namespace OpenSim.Region.CoreModules.World.Estate
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sendRegionInfoPacketToAll();
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}
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public void setEstateTerrainBaseTexture(IClientAPI remoteClient, int corner, UUID texture)
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public void setEstateTerrainBaseTexture(int level, UUID texture)
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{
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setEstateTerrainBaseTexture(null, level, texture);
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sendRegionHandshakeToAll();
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}
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public void setEstateTerrainBaseTexture(IClientAPI remoteClient, int level, UUID texture)
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{
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if (texture == UUID.Zero)
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return;
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switch (corner)
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switch (level)
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{
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case 0:
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Scene.RegionInfo.RegionSettings.TerrainTexture1 = texture;
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@ -182,6 +188,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
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sendRegionInfoPacketToAll();
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}
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public void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue)
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{
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setEstateTerrainTextureHeights(null, corner, lowValue, highValue);
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}
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public void setEstateTerrainTextureHeights(IClientAPI client, int corner, float lowValue, float highValue)
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{
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switch (corner)
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@ -172,7 +172,17 @@ namespace OpenSim.Region.Framework.Interfaces
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/// If no inventory item has that name then an empty list is returned.
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/// </returns>
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List<TaskInventoryItem> GetInventoryItems(string name);
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/// <summary>
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/// Get inventory items by type.
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/// </summary>
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/// <param type="name"></param>
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/// <returns>
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/// A list of inventory items of that type.
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/// If no inventory items of that type then an empty list is returned.
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/// </returns>
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List<TaskInventoryItem> GetInventoryItems(InventoryType type);
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/// <summary>
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/// Get the scene object referenced by an inventory item.
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/// </summary>
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@ -45,5 +45,8 @@ namespace OpenSim.Region.Framework.Interfaces
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/// Tell all clients about the current state of the region (terrain textures, water height, etc.).
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/// </summary>
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void sendRegionHandshakeToAll();
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void setEstateTerrainBaseTexture(int level, UUID texture);
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void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue);
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}
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}
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@ -82,6 +82,14 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </summary>
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void StartProcessing();
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/// <summary>
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/// Get the execution times of all scripts in the given array if they are currently running.
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/// </summary>
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/// <returns>
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/// A float the value is a representative execution time in milliseconds of all scripts in that Array.
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/// </returns>
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float GetScriptExecutionTime(List<UUID> itemIDs);
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/// <summary>
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/// Get the execution times of all scripts in each object.
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/// </summary>
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@ -3269,6 +3269,45 @@ namespace OpenSim.Region.Framework.Scenes
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return count;
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}
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/// <summary>
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/// A float the value is a representative execution time in milliseconds of all scripts in the link set.
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/// </summary>
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public float ScriptExecutionTime()
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{
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IScriptModule[] engines = Scene.RequestModuleInterfaces<IScriptModule>();
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if (engines.Length == 0) // No engine at all
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return 0.0f;
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float time = 0.0f;
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// get all the scripts in all parts
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SceneObjectPart[] parts = m_parts.GetArray();
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List<TaskInventoryItem> scripts = new List<TaskInventoryItem>();
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for (int i = 0; i < parts.Length; i++)
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{
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scripts.AddRange(parts[i].Inventory.GetInventoryItems(InventoryType.LSL));
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}
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// extract the UUIDs
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List<UUID> ids = new List<UUID>(scripts.Count);
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foreach (TaskInventoryItem script in scripts)
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{
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if (!ids.Contains(script.ItemID))
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{
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ids.Add(script.ItemID);
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}
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}
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// Offer the list of script UUIDs to each engine found and accumulate the time
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foreach (IScriptModule e in engines)
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{
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if (e != null)
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{
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time += e.GetScriptExecutionTime(ids);
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}
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}
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return time;
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}
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/// <summary>
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/// Returns a count of the number of running scripts in this groups parts.
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/// </summary>
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@ -222,7 +222,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
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{
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List<TaskInventoryItem> scripts = GetInventoryScripts();
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List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
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foreach (TaskInventoryItem item in scripts)
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CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
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}
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@ -255,7 +255,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </param>
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public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
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{
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List<TaskInventoryItem> scripts = GetInventoryScripts();
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List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
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foreach (TaskInventoryItem item in scripts)
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RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
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}
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@ -1116,7 +1116,7 @@ namespace OpenSim.Region.Framework.Scenes
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return 0;
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int count = 0;
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List<TaskInventoryItem> scripts = GetInventoryScripts();
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List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
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foreach (TaskInventoryItem item in scripts)
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{
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@ -1157,14 +1157,14 @@ namespace OpenSim.Region.Framework.Scenes
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return ret;
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}
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public List<TaskInventoryItem> GetInventoryScripts()
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public List<TaskInventoryItem> GetInventoryItems(InventoryType type)
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{
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List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
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lock (m_items)
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{
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foreach (TaskInventoryItem item in m_items.Values)
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if (item.InvType == (int)InventoryType.LSL)
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if (item.InvType == (int)type)
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ret.Add(item);
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}
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@ -1183,7 +1183,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (engines.Length == 0) // No engine at all
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return ret;
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List<TaskInventoryItem> scripts = GetInventoryScripts();
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List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
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foreach (TaskInventoryItem item in scripts)
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{
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@ -1211,7 +1211,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (engines.Length == 0)
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return;
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List<TaskInventoryItem> scripts = GetInventoryScripts();
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List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
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foreach (TaskInventoryItem item in scripts)
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{
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@ -3437,6 +3437,25 @@ namespace OpenSim.Region.Framework.Scenes
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return count;
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}
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/// <summary>
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/// A float the value is a representative execution time in milliseconds of all scripts in all attachments.
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/// </summary>
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public float ScriptExecutionTime()
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{
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float time = 0.0f;
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lock (m_attachments)
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{
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foreach (SceneObjectGroup gobj in m_attachments)
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{
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if (gobj != null)
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{
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time += gobj.ScriptExecutionTime();
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}
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}
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}
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return time;
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}
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/// <summary>
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/// Returns the total count of running scripts in all parts.
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/// </summary>
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|
|
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@ -10367,7 +10367,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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ret.Add(new LSL_Integer(av.RunningScriptCount() * 16384));
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break;
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case ScriptBaseClass.OBJECT_SCRIPT_TIME:
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ret.Add(new LSL_Float(0));
|
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ret.Add(new LSL_Float(av.ScriptExecutionTime() / 1000.0f));
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break;
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case ScriptBaseClass.OBJECT_PRIM_EQUIVALENCE:
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ret.Add(new LSL_Integer(1));
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|
@ -10435,9 +10435,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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ret.Add(new LSL_Integer(obj.ParentGroup.RunningScriptCount() * 16384));
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break;
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case ScriptBaseClass.OBJECT_SCRIPT_TIME:
|
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// Average cpu time per simulator frame expended on all scripts in the object
|
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// Not currently available at Object level
|
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ret.Add(new LSL_Float(0));
|
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// Average cpu time in seconds per simulator frame expended on all scripts in the object
|
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ret.Add(new LSL_Float(obj.ParentGroup.ScriptExecutionTime() / 1000.0f));
|
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break;
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case ScriptBaseClass.OBJECT_PRIM_EQUIVALENCE:
|
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// according to the SL wiki A prim or linkset will have prim
|
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|
|
|
@ -3038,5 +3038,60 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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|
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return ScriptBaseClass.TRUE;
|
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}
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/// <summary>
|
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/// Sets terrain estate texture
|
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/// </summary>
|
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/// <param name="level"></param>
|
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/// <param name="texture"></param>
|
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/// <returns></returns>
|
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public void osSetTerrainTexture(int level, LSL_Key texture)
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{
|
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CheckThreatLevel(ThreatLevel.High, "osSetTerrainTexture");
|
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|
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m_host.AddScriptLPS(1);
|
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//Check to make sure that the script's owner is the estate manager/master
|
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//World.Permissions.GenericEstatePermission(
|
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if (World.Permissions.IsGod(m_host.OwnerID))
|
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{
|
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if (level < 0 || level > 3)
|
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return;
|
||||
|
||||
UUID textureID = new UUID();
|
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if (!UUID.TryParse(texture, out textureID))
|
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return;
|
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|
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// estate module is required
|
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IEstateModule estate = World.RequestModuleInterface<IEstateModule>();
|
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if (estate != null)
|
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estate.setEstateTerrainBaseTexture(level, textureID);
|
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}
|
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}
|
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|
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/// <summary>
|
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/// Sets terrain heights of estate
|
||||
/// </summary>
|
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/// <param name="corner"></param>
|
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/// <param name="low"></param>
|
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/// <param name="high"></param>
|
||||
/// <returns></returns>
|
||||
public void osSetTerrainTextureHeight(int corner, double low, double high)
|
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{
|
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CheckThreatLevel(ThreatLevel.High, "osSetTerrainTextureHeight");
|
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|
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m_host.AddScriptLPS(1);
|
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//Check to make sure that the script's owner is the estate manager/master
|
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//World.Permissions.GenericEstatePermission(
|
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if (World.Permissions.IsGod(m_host.OwnerID))
|
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{
|
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if (corner < 0 || corner > 3)
|
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return;
|
||||
|
||||
// estate module is required
|
||||
IEstateModule estate = World.RequestModuleInterface<IEstateModule>();
|
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if (estate != null)
|
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estate.setEstateTerrainTextureHeights(corner, (float)low, (float)high);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -234,5 +234,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
|
|||
|
||||
LSL_Integer osInviteToGroup(LSL_Key agentId);
|
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LSL_Integer osEjectFromGroup(LSL_Key agentId);
|
||||
|
||||
void osSetTerrainTexture(int level, LSL_Key texture);
|
||||
void osSetTerrainTextureHeight(int corner, double low, double high);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -878,5 +878,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
|||
{
|
||||
return m_OSSL_Functions.osEjectFromGroup(agentId);
|
||||
}
|
||||
|
||||
public void osSetTerrainTexture(int level, LSL_Key texture)
|
||||
{
|
||||
m_OSSL_Functions.osSetTerrainTexture(level, texture);
|
||||
}
|
||||
|
||||
public void osSetTerrainTextureHeight(int corner, double low, double high)
|
||||
{
|
||||
m_OSSL_Functions.osSetTerrainTextureHeight(corner, low, high);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1907,47 +1907,61 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
if (!topScripts.ContainsKey(si.LocalID))
|
||||
topScripts[si.RootLocalID] = 0;
|
||||
|
||||
// long ticksElapsed = tickNow - si.MeasurementPeriodTickStart;
|
||||
// float framesElapsed = ticksElapsed / (18.1818 * TimeSpan.TicksPerMillisecond);
|
||||
|
||||
// Execution time of the script adjusted by it's measurement period to make scripts started at
|
||||
// different times comparable.
|
||||
// float adjustedExecutionTime
|
||||
// = (float)si.MeasurementPeriodExecutionTime
|
||||
// / ((float)(tickNow - si.MeasurementPeriodTickStart) / ScriptInstance.MaxMeasurementPeriod)
|
||||
// / TimeSpan.TicksPerMillisecond;
|
||||
|
||||
long ticksElapsed = tickNow - si.MeasurementPeriodTickStart;
|
||||
|
||||
// Avoid divide by zerp
|
||||
if (ticksElapsed == 0)
|
||||
ticksElapsed = 1;
|
||||
|
||||
// Scale execution time to the ideal 55 fps frame time for these reasons.
|
||||
//
|
||||
// 1) XEngine does not execute scripts per frame, unlike other script engines. Hence, there is no
|
||||
// 'script execution time per frame', which is the original purpose of this value.
|
||||
//
|
||||
// 2) Giving the raw execution times is misleading since scripts start at different times, making
|
||||
// it impossible to compare scripts.
|
||||
//
|
||||
// 3) Scaling the raw execution time to the time that the script has been running is better but
|
||||
// is still misleading since a script that has just been rezzed may appear to have been running
|
||||
// for much longer.
|
||||
//
|
||||
// 4) Hence, we scale execution time to an idealised frame time (55 fps). This is also not perfect
|
||||
// since the figure does not represent actual execution time and very hard running scripts will
|
||||
// never exceed 18ms (though this is a very high number for script execution so is a warning sign).
|
||||
float adjustedExecutionTime
|
||||
= ((float)si.MeasurementPeriodExecutionTime / ticksElapsed) * 18.1818f;
|
||||
|
||||
topScripts[si.RootLocalID] += adjustedExecutionTime;
|
||||
topScripts[si.RootLocalID] += CalculateAdjustedExectionTime(si, tickNow);
|
||||
}
|
||||
}
|
||||
|
||||
return topScripts;
|
||||
}
|
||||
|
||||
public float GetScriptExecutionTime(List<UUID> itemIDs)
|
||||
{
|
||||
if (itemIDs == null|| itemIDs.Count == 0)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
float time = 0.0f;
|
||||
long tickNow = Util.EnvironmentTickCount();
|
||||
IScriptInstance si;
|
||||
// Calculate the time for all scripts that this engine is executing
|
||||
// Ignore any others
|
||||
foreach (UUID id in itemIDs)
|
||||
{
|
||||
si = GetInstance(id);
|
||||
if (si != null && si.Running)
|
||||
{
|
||||
time += CalculateAdjustedExectionTime(si, tickNow);
|
||||
}
|
||||
}
|
||||
return time;
|
||||
}
|
||||
|
||||
private float CalculateAdjustedExectionTime(IScriptInstance si, long tickNow)
|
||||
{
|
||||
long ticksElapsed = tickNow - si.MeasurementPeriodTickStart;
|
||||
|
||||
// Avoid divide by zero
|
||||
if (ticksElapsed == 0)
|
||||
ticksElapsed = 1;
|
||||
|
||||
// Scale execution time to the ideal 55 fps frame time for these reasons.
|
||||
//
|
||||
// 1) XEngine does not execute scripts per frame, unlike other script engines. Hence, there is no
|
||||
// 'script execution time per frame', which is the original purpose of this value.
|
||||
//
|
||||
// 2) Giving the raw execution times is misleading since scripts start at different times, making
|
||||
// it impossible to compare scripts.
|
||||
//
|
||||
// 3) Scaling the raw execution time to the time that the script has been running is better but
|
||||
// is still misleading since a script that has just been rezzed may appear to have been running
|
||||
// for much longer.
|
||||
//
|
||||
// 4) Hence, we scale execution time to an idealised frame time (55 fps). This is also not perfect
|
||||
// since the figure does not represent actual execution time and very hard running scripts will
|
||||
// never exceed 18ms (though this is a very high number for script execution so is a warning sign).
|
||||
return ((float)si.MeasurementPeriodExecutionTime / ticksElapsed) * 18.1818f;
|
||||
}
|
||||
|
||||
public void SuspendScript(UUID itemID)
|
||||
{
|
||||
// m_log.DebugFormat("[XEngine]: Received request to suspend script with ID {0}", itemID);
|
||||
|
|
|
@ -36,7 +36,7 @@
|
|||
|
||||
; How often {in hours} should the disk be checked for expired filed
|
||||
; Specify 0 to disable expiration checking
|
||||
FileCleanupTimer = .166 ;roughly every 10 minutes
|
||||
FileCleanupTimer = 1.0 ;every hour
|
||||
|
||||
; If WAIT_ON_INPROGRESS_REQUESTS has been defined then this specifies how
|
||||
; long (in miliseconds) to block a request thread while trying to complete
|
||||
|
@ -60,4 +60,4 @@
|
|||
; cache, and request all assets that are found that are not already cached (this
|
||||
; will cause those assets to be cached)
|
||||
;
|
||||
; DeepScanBeforePurge = false
|
||||
DeepScanBeforePurge = true
|
||||
|
|
|
@ -137,6 +137,10 @@
|
|||
;; uncomment the next line. You may want to do this on sims that have licensed content.
|
||||
; OutboundPermission = False
|
||||
|
||||
[HGFriendsModule]
|
||||
; User level required to be able to send friendship invitations to foreign users
|
||||
;LevelHGFriends = 0;
|
||||
|
||||
[UserAgentService]
|
||||
;
|
||||
; === HG ONLY ===
|
||||
|
|
|
@ -61,6 +61,10 @@
|
|||
;; uncomment the next line. You may want to do this on sims that have licensed content.
|
||||
; OutboundPermission = False
|
||||
|
||||
[HGFriendsModule]
|
||||
; User level required to be able to send friendship invitations to foreign users
|
||||
;LevelHGFriends = 0;
|
||||
|
||||
[GridService]
|
||||
;; For in-memory region storage (default)
|
||||
StorageProvider = "OpenSim.Data.Null.dll:NullRegionData"
|
||||
|
|
Loading…
Reference in New Issue