diff --git a/bin/OpenSimDefaults.ini.example b/bin/OpenSimDefaults.ini.example deleted file mode 100644 index fc9173ee29..0000000000 --- a/bin/OpenSimDefaults.ini.example +++ /dev/null @@ -1,1328 +0,0 @@ -[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 - ; select ubODEMeshmerizer only with ubOde physics engine - ; meshing = ubODEMeshmerizer - - ; 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 - ; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also - ; physics = ubODE - ; ## - ; ## PERMISSIONS - ; ## - - ;permissionmodules = "DefaultPermissionsModule" - - ;If any of the specified permissions modules fail to load, quit? - SecurePermissionsLoading = true - - ; 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 - - ; Append a prefix to the god avatar names appearing in chat whilst in god mode - ; admin_prefix = "@" - - -[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 - -[Git] -Enabled = true -RepoPath = "git" - -;How many seconds between the scheduled commits? -CommitInterval = 21600 - -;Disable all except the initial commit? -DisableNonEssentialCommits = false - -;Should we automatically commit when necessary to avoid objects never making it into the repo? -UseSafetyCommit = true - - -[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 - -[LandManagement] -; DefaultAdministratorGroupUUID = ""; -; DefaultAdministratorParcelName = ""; - -[MediaOnAPrim] - ; Enable media on a prim facilities - Enabled = true; - -[MOTD] -Enabled = false -Message = "The MOTD module is working!" - - -;; -;; 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 -;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;