Merge branch 'master' into careminster-presence-refactor

avinationmerge
Melanie 2010-09-16 18:04:50 +01:00
commit 58b1ee8e2c
11 changed files with 754 additions and 98 deletions

View File

@ -3696,7 +3696,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#endregion Block Construction
}
}
#region Packet Sending
@ -3747,6 +3746,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(packet, ThrottleOutPacketType.Task, true);
}
}
#endregion Packet Sending
}

View File

@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes
if (permissionToDelete)
{
foreach (SceneObjectGroup g in objectGroups)
g.DeleteGroup(false);
g.DeleteGroupFromScene(false);
}
}

View File

@ -2189,7 +2189,7 @@ namespace OpenSim.Region.Framework.Scenes
EventManager.TriggerParcelPrimCountTainted();
}
group.DeleteGroup(silent);
group.DeleteGroupFromScene(silent);
// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
}

View File

@ -29,7 +29,7 @@ using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Diagnostics;
using System.Linq;
using System.Threading;
using System.Xml;
using System.Xml.Serialization;
@ -1564,7 +1564,7 @@ namespace OpenSim.Region.Framework.Scenes
/// must be handled by the caller.
///
/// <param name="silent">If true then deletion is not broadcast to clients</param>
public void DeleteGroup(bool silent)
public void DeleteGroupFromScene(bool silent)
{
// We need to keep track of this state in case this group is still queued for backup.
m_isDeleted = true;
@ -1572,28 +1572,25 @@ namespace OpenSim.Region.Framework.Scenes
DetachFromBackup();
lockPartsForRead(true);
List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
lockPartsForRead(false);
foreach (SceneObjectPart part in values)
foreach (SceneObjectPart part in parts)
{
// part.Inventory.RemoveScriptInstances();
Scene.ForEachScenePresence(delegate (ScenePresence sp)
Scene.ForEachScenePresence(delegate (ScenePresence avatar)
{
if (sp.ParentID == LocalId)
if (avatar.ParentID == LocalId)
{
sp.StandUp();
avatar.StandUp();
}
if (!silent)
{
part.UpdateFlag = 0;
if (part == m_rootPart)
sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
}
});
}

View File

@ -263,7 +263,7 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
scene.PhysicsScene.RemovePrim(((SceneObjectGroup)scene.Entities[uuid]).RootPart.PhysActor);
scene.SendKillObject(scene.Entities[uuid].LocalId);
scene.SceneGraph.DeleteSceneObject(uuid, false);
((SceneObjectGroup)scene.Entities[uuid]).DeleteGroup(false);
((SceneObjectGroup)scene.Entities[uuid]).DeleteGroupFromScene(false);
}
catch(Exception e)
{

685
bin/OpenSim.ini.example Normal file
View File

@ -0,0 +1,685 @@
;; A note on the format of this file
;;
;; All leading white space is ignored, but preserved.
;;
;; Double semicolons denote a text comment
;;
;; ;# denotes a configuration directive description
;; formatted as:
;; {option} {depends on} {question to ask} {choices} default value
;; Any text comments following the declaration, up to the next blank line.
;; will be copied to the generated file.
;; A * in the choices list will allow an empty entry.\
;; An empty question will set the default if the dependencies are
;; satisfied.
;;
;; ; denotes a commented option. It is ignored.
[Startup]
;# {save_crashes} {} {Save crashes to disk?} {true false} false
;; Set this to true if you want to log crashes to disk
;; this can be useful when submitting bug reports.
; save_crashes = false
;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
;; Directory to save crashes to if above is enabled
;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
; crash_dir = "crashes"
;# {PIDFile} {} {Path to PID file?} {}
;; Place to create a PID file
; PIDFile = "/tmp/my.pid"
;; 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 <Root> tag), except that everything is also enclosed
;; in a <Regions> tag.
; regionload_webserver_url = "http://example.com/regions.xml";
;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} false
;; Use terrain texture for maptiles if true, use shaded green if false
; TextureOnMapTile = false
;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
;; 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
;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
;; Maximum size for non-physical prims
; NonPhysicalPrimMax = 256
;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10
;; Maximum size where a prim can be physical
; PhysicalPrimMax = 10
;; Prevent the creation, import and rez of prims that exceed the
;; maximum size.
; ClampPrimSize = false
;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} false
;; Allow scripts to cross region boundaries. These are recompiled on the
;; new region.
; AllowScriptCrossing = false
;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} 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
;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content!)} {true false} 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
;; 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
;# {physical_prim} {} {Allow prims to be physical?} {true false} true
;; 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
;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by space} {} DefaultPermissionsModule
;; Permission modules to use, separated by space.
; permissionmodules = "DefaultPermissionsModule"
;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
;; These are the parameters for the default permissions module
;;
;; 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
;; This allows users with a UserLevel of 200 or more to assume god
;; powers in the regions in this simulator.
; allow_grid_gods = false
;; This allows some 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
;; Default script engine to use. Currently, we only have XEngine
; DefaultScriptEngine = "XEngine"
;; Map tile options. You can choose to generate no map tiles at all,
;; generate normal maptiles, or nominate an uploaded texture to
;; be the map tile
; GenerateMaptiles = "true"
;; If desired, a running region can update the map tiles periodically
;; to reflect building activity. This names no sense of you don't have
;; prims on maptiles. Value is in seconds.
; MaptileRefresh = 0
;; If not generating maptiles, use this static texture asset ID
; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
;; The email module requires some configuration. It needs an SMTP
;; server to send mail through.
; emailmodule = DefaultEmailModule
[SMTP]
;; The SMTP server enabled the email module to send email to external
;; destinations.
;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} true
;; Enable sending email via SMTP
; enabled = false
;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
; internal_object_host = lsl.opensim.local
;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
; host_domain_header_from = "127.0.0.1"
;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
; SMTP_SERVER_HOSTNAME = "127.0.0.1"
;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
; SMTP_SERVER_PORT = 25
;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
; SMTP_SERVER_LOGIN = ""
;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
; SMTP_SERVER_PASSWORD = ""
[Network]
;; Configure the remote console user here. This will not actually be used
;; unless you use -console=rest at startup.
; ConsoleUser = "Test"
; ConsolePass = "secret"
; console_port = 0
;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
;; Simulator HTTP port. This is not the region port, but the port the
;; entire simulator listens on. This port uses the TCP protocol, while
;; the region ports use UDP.
; http_listener_port = 9000
;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
;; 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"
;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
;; 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
;; The below is not commented for compatibility.
shard = "OpenSim"
;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
;; 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)"
[ClientStack.LindenUDP]
;; See OpensSimDefaults.ini for the throttle options. You can copy the
;; relevant sections and override them here.
;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
;; with the next update!
;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
;; 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.
;; This is especially important in artistic builds that depend on lights
;; on the build for their appearance, since facelights will cause the
;; building's lights to possibly not be rendered.
; DisableFacelights = "false"
[Chat]
;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
;; Distance in meters that whispers should travel. Default is 10m
; whisper_distance = 10
;# {say_distance} {} {Distance at which normal chat is heard, in meters? (SL uses 20 here)} {} 30
;; Distance in meters that ordinary chat should travel. Default is 30m
; say_distance = 30
;# {shout_distance} {Distance at which a shout is heard, in meters?} {} 100
;; Distance in meters that shouts should travel. Default is 100m
; shout_distance = 100
[Messaging]
;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule *}
;; Module to handle offline messaging. The core module requires an external
;; web service to do this. See OpenSim wiki.
; OfflineMessageModule = OfflineMessageModule
;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule} {URL of offline messaging service} {}
;; URL of web service for offline message storage
; OfflineMessageURL = http://yourserver/Offline.php
;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
;; Mute list handler (not yet implemented). MUST BE SET to allow offline
;; messages to work
; MuteListModule = MuteListModule
;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
;; URL of the web service that serves mute lists. Not currently used, but
;; must be set to allow offline messaging to work.
; MuteListURL = http://yourserver/Mute.php
;; Control whether group messages are forwarded to offline users.
;; Default is true.
;; This applies to the core groups module (Flotsam) only.
; ForwardOfflineGroupMessages = true
[ODEPhysicsSettings]
;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
;; Do we want to mesh sculpted prim to collide like they look?
; mesh_sculpted_prim = true
;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false
;; If you would like physics joints to be enabled through a special naming
;; convention in the client, set this to true.
;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
; use_NINJA_physics_joints = false
[RemoteAdmin]
;; This is the remote admin module, which uses XMLRPC requests to
;; manage regions from a web interface.
;# {enabled} {} {Enable the remote admin interface?} {true false} false
; enabled = false
;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
;; Set this to a nonzero value to have remote admin use a different port
; port = 0
;# {access_password} {enabled:true} {Password for the remote admin interface} {}
;; This password is required to make any XMLRPC call (should be set as
;; the "password" parameter)
; access_password = ""
;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
;; 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
;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} 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
;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
;; enable only those methods you deem to be appropriate using a | delimited
;; whitelist.
;; For example:
;; enabled_methods = admin_broadcast|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, 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
[Wind]
;# {enabled} {} {Enable wind module?} {true false} true
;; Enables the wind module. Default is true
;enabled = true
;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
;; 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
;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 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
[LightShare]
;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
;; 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;
[DataSnapshot]
;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
;; 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.
; index_sims = false
;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
;; The variable data_exposure controls what the regions expose:
;; minimum: exposes only things explicitly marked for search
;; all: exposes everything
; data_exposure = minimum
;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
;; If search is on, change this to your grid name; will be ignored for
;; standalones
; gridname = "OSGrid"
;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
;; 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"
;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
; 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]
;; The economy module is not enabled by default and there is no easy,
;; menu controlled way to do this. To enabled this module, insert
;; economymodule = BetaGridLikeMoneyModule
;; into the startup section (at the top of this file).
;; Then configure the options below as needed.
;; Enables selling things for $0
; SellEnabled = "false"
;; Money Unit fee to upload textures, animations etc
; PriceUpload = 0
;; Money Unit fee to create groups
; PriceGroupCreate = 0
[XEngine]
;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
;; 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
;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
;; 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
;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
;; Default language for scripts
; DefaultCompileLanguage = "lsl"
;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
;; List of allowed languages (lsl,vb,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
;# {AllowOSFunctions} {Enabled:true} {Allow OSFunctions? (DANGEROUS!)} {true false} false
;; Allow the use of os* functions (some are dangerous)
; AllowOSFunctions = false
;# {AllowLightShareFunctions} {Enabled:true [LightShare]enable_windlight:true} {Allow LightShare functions?} {true false} true
; Allow the user of LightShare functions
; AllowLightShareFunctions = false
;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow
;; Threat level to allow, one of None, VeryLow, Low, Moderate, High,
;; VeryHigh, Severe
OSFunctionThreatLevel = VeryLow
;; 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
;; Disable underground movement of prims (default true); set to
;; false to allow script controlled underground positioning of
;; prims
; DisableUndergroundMovement = true
[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
[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
;; Timeouts
; freeswitch_default_timeout = 5000
; freeswitch_subscribe_retry = 120
;; Misc
; freeswitch_password_reset_url =
[Groups]
;# {Enabled} {} {Enable groups?} {true false} false
;; Enables the groups module
; Enabled = false
;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {} Default
;; This is the current groups stub in Region.CoreModules.Avatar.Groups.
;; All the other settings below only really apply to the Flotsam/SimianGrid
;; GroupsModule.
;; 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 = Default
;; Service connectors to the Groups Service. Select one depending on
;; whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
;# {ServicesConnectorModule} {Module:GroupsModule} {Service connector to use for groups?} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector} XmlRpcGroupsServicesConnector
;; The service connector to use for the GroupsModule
; ServicesConnectorModule = SimianGroupsServicesConnector
;# {GroupsServerURI} {Module:GroupsModule} {Groups Server URI?} {}
;; URI for the groups services
; GroupsServerURI = ""
;# {NoticesEnabled} {Module:GroupsModule} {Enable group notices?} {true false} true
;; 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
;; XmlRpc Security settings. These must match those set on your backend
;; groups service.
; XmlRpcServiceReadKey = 1234
; XmlRpcServiceWriteKey = 1234
[InterestManagement]
;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
;; This section controls how state updates are prioritized for each client
;; Valid values are BestAvatarResponsiveness, Time, Distance,
;; SimpleAngularDistance, FrontBack
; UpdatePrioritizationScheme = BestAvatarResponsiveness
[MediaOnAPrim]
;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
;; Enable media on a prim facilities
; Enabled = true;
[Architecture]
;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini
;; Choose one of these architecture includes:
;; Include-Architecture = "config-include/Standalone.ini"
;; Include-Architecture = "config-include/StandaloneHypergrid.ini"
;; Include-Architecture = "config-include/Grid.ini"
;; Include-Architecture = "config-include/GridHypergrid.ini"
;; Include-Architecture = "config-include/SimianGrid.ini"
;; Include-Architecture = "config-include/HyperSimianGrid.ini"
; Include-Architecture = "config-include/Standalone.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

View File

@ -848,9 +848,6 @@
; 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
@ -1228,8 +1225,9 @@
[InterestManagement]
; This section controls how state updates are prioritized for each client
; Valid values are Time, Distance, SimpleAngularDistance, and FrontBack
UpdatePrioritizationScheme = FrontBack
; Valid values are BestAvatarResponsiveness, Time, Distance,
; SimpleAngularDistance, and FrontBack
UpdatePrioritizationScheme = BestAvatarResponsiveness
ReprioritizationEnabled = true
ReprioritizationInterval = 2000.0
RootReprioritizationDistance = 10.0
@ -1266,34 +1264,6 @@
;; 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
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

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@ -14,7 +14,6 @@
AvatarServices = "RemoteAvatarServicesConnector"
NeighbourServices = "RemoteNeighbourServicesConnector"
AuthenticationServices = "RemoteAuthenticationServicesConnector"
AuthorizationServices = "RemoteAuthorizationServicesConnector"
PresenceServices = "RemotePresenceServicesConnector"
UserAccountServices = "RemoteUserAccountServicesConnector"
GridUserServices = "RemoteGridUserServicesConnector"

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@ -93,3 +93,6 @@
;; Optionally, the port for the LLProxyLoginModule module can be changed
;Setup_LLProxyLoginModule = "9090/"
;; Authorization is not on by default, as it depends on external php
;AuthorizationServices = "RemoteAuthorizationServicesConnector"

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@ -17,7 +17,6 @@
AvatarServices = "RemoteAvatarServicesConnector"
NeighbourServices = "RemoteNeighbourServicesConnector"
AuthenticationServices = "RemoteAuthenticationServicesConnector"
AuthorizationServices = "RemoteAuthorizationServicesConnector"
PresenceServices = "RemotePresenceServicesConnector"
UserAccountServices = "RemoteUserAccountServicesConnector"
GridUserServices = "RemoteGridUserServicesConnector"

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@ -40,6 +40,9 @@
;; Enable this to use Freeswitch on a standalone
;FreeswitchServiceInConnector = True
;; Authorization is not on by default, as it depends on external php
;AuthorizationServices = "LocalAuthorizationServicesConnector"
[FreeswitchService]
;; Configuration for the freeswitch service goes here
LocalServiceModule = "OpenSim.Services.FreeswitchService.dll:FreeswitchService"