Misc cleanup.

arthursv
Jeff Ames 2009-08-14 17:16:41 +09:00
parent a42569d896
commit 9d9fcac038
11 changed files with 119 additions and 156 deletions

View File

@ -520,7 +520,7 @@ namespace OpenSim.Framework
}
/// <summary>
/// Depreciated idea. Number of visitors ~= free money
/// Deprecated idea. Number of visitors ~= free money
/// </summary>
public int Dwell {
get {

View File

@ -64,7 +64,7 @@ namespace OpenSim.Framework.Tests
Vector3 StartPos = new Vector3(5, 23, 125);
UUID SecureSessionId = UUID.Random();
UUID SessionId = UUID.Random();
// TODO: unused: UUID SessionId = UUID.Random();
m_agentCircuitData1 = new AgentCircuitData();
m_agentCircuitData1.AgentID = AgentId1;

View File

@ -161,7 +161,7 @@ namespace OpenSim.Framework.Tests
/// Worker thread 0
/// </summary>
/// <param name="o"></param>
public void run( object o)
public void run(object o)
{
while (running)
{

View File

@ -450,7 +450,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
responseMap["sim_host"] = OSD.FromString(reg.ExternalHostName);
// DEPRECIATED
// DEPRECATED
responseMap["sim_ip"] = OSD.FromString(Util.GetHostFromDNS(reg.ExternalHostName).ToString());
responseMap["connect"] = OSD.FromBoolean(true);
@ -591,7 +591,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
httpaddr = httpsCN;
}
// DEPRECIATED
// DEPRECATED
responseMap["seed_capability"]
= OSD.FromString(
regionCapsHttpProtocol + httpaddr + ":" + reg.HttpPort + CapsUtil.GetCapsSeedPath(userCap.CapsObjectPath));
@ -764,7 +764,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
responseMap["sim_port"] = OSD.FromInteger(reg.InternalEndPoint.Port);
responseMap["sim_host"] = OSD.FromString(reg.ExternalHostName);// + ":" + reg.InternalEndPoint.Port.ToString());
// DEPRECIATED
// DEPRECATED
responseMap["sim_ip"] = OSD.FromString(Util.GetHostFromDNS(reg.ExternalHostName).ToString());
responseMap["session_id"] = OSD.FromUUID(SessionID);
@ -851,7 +851,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
string rezRespSeedCap = "";
// DEPRECIATED
// DEPRECATED
if (rezResponseMap.ContainsKey("seed_capability"))
rezRespSeedCap = rezResponseMap["seed_capability"].AsString();
@ -863,7 +863,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
if (rezResponseMap.ContainsKey("rez_avatar/rez"))
rezRespSeedCap = rezResponseMap["rez_avatar/rez"].AsString();
// DEPRECIATED
// DEPRECATED
string rezRespSim_ip = rezResponseMap["sim_ip"].AsString();
string rezRespSim_host = rezResponseMap["sim_host"].AsString();
@ -879,13 +879,13 @@ namespace OpenSim.Region.CoreModules.InterGrid
{
RezResponsePositionArray = (OSDArray)rezResponseMap["position"];
}
// DEPRECIATED
// DEPRECATED
responseMap["seed_capability"] = OSD.FromString(rezRespSeedCap);
// REPLACEMENT r3
responseMap["region_seed_capability"] = OSD.FromString(rezRespSeedCap);
// DEPRECIATED
// DEPRECATED
responseMap["sim_ip"] = OSD.FromString(Util.GetHostFromDNS(rezRespSim_ip).ToString());
responseMap["sim_host"] = OSD.FromString(rezRespSim_host);

View File

@ -63,7 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
public delegate void OnNewClientDelegate(IClientAPI client);
/// <summary>
/// Depreciated in favour of OnClientConnect.
/// Deprecated in favour of OnClientConnect.
/// Will be marked Obsolete after IClientCore has 100% of IClientAPI interfaces.
/// </summary>
public event OnNewClientDelegate OnNewClient;

View File

@ -928,25 +928,22 @@ namespace OpenSim.Region.Framework.Scenes
{
// Primitive Ray Tracing
float closestDistance = 280f;
EntityIntersection returnResult = new EntityIntersection();
EntityIntersection result = new EntityIntersection();
List<EntityBase> EntityList = GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
SceneObjectGroup reportingG = (SceneObjectGroup)ent;
EntityIntersection result = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
if (result.HitTF)
EntityIntersection inter = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
if (inter.HitTF && inter.distance < closestDistance)
{
if (result.distance < closestDistance)
{
closestDistance = result.distance;
returnResult = result;
}
closestDistance = inter.distance;
result = inter;
}
}
}
return returnResult;
return result;
}
/// <summary>
@ -979,7 +976,7 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (SceneObjectPart p in ((SceneObjectGroup) ent).GetParts())
{
if (p.Name==name)
if (p.Name == name)
{
return p;
}

View File

@ -555,7 +555,7 @@ namespace OpenSim.Region.Framework.Scenes
// If we get a result, we're going to find the closest result to the origin of the ray
// and send back the intersection information back to the innerscene.
EntityIntersection returnresult = new EntityIntersection();
EntityIntersection result = new EntityIntersection();
lock (m_parts)
{
@ -576,26 +576,23 @@ namespace OpenSim.Region.Framework.Scenes
// when the camera crosses the border.
float idist = Constants.RegionSize;
if (inter.HitTF)
{
// We need to find the closest prim to return to the testcaller along the ray
if (inter.distance < idist)
{
returnresult.HitTF = true;
returnresult.ipoint = inter.ipoint;
returnresult.obj = part;
returnresult.normal = inter.normal;
returnresult.distance = inter.distance;
result.HitTF = true;
result.ipoint = inter.ipoint;
result.obj = part;
result.normal = inter.normal;
result.distance = inter.distance;
}
}
}
}
return returnresult;
return result;
}
/// <summary>
/// Gets a vector representing the size of the bounding box containing all the prims in the group
/// Treats all prims as rectangular, so no shape (cut etc) is taken into account
@ -652,7 +649,6 @@ namespace OpenSim.Region.Framework.Scenes
frontBottomRight.Y = orig.Y + (part.Scale.Y / 2);
frontBottomRight.Z = orig.Z - (part.Scale.Z / 2);
backTopLeft.X = orig.X + (part.Scale.X / 2);
backTopLeft.Y = orig.Y - (part.Scale.Y / 2);
backTopLeft.Z = orig.Z + (part.Scale.Z / 2);
@ -839,7 +835,6 @@ namespace OpenSim.Region.Framework.Scenes
if (backBottomLeft.Z < minZ)
minZ = backBottomLeft.Z;
}
}
Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ);
@ -860,6 +855,7 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.InfoFormat("BoundingBox is {0} , {1} , {2} ", boundingBox.X, boundingBox.Y, boundingBox.Z);
return boundingBox;
}
#endregion
public void SaveScriptedState(XmlTextWriter writer)
@ -1029,8 +1025,8 @@ namespace OpenSim.Region.Framework.Scenes
//m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
//AttachToBackup();
//m_rootPart.ScheduleFullUpdate();
}
/// <summary>
///
/// </summary>
@ -1130,6 +1126,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
// helper provided for parts.
public int GetSceneMaxUndo()
{
@ -1183,7 +1180,6 @@ namespace OpenSim.Region.Framework.Scenes
{
SceneObjectPart part = GetChildPart(localId);
OnGrabPart(part, offsetPos, remoteClient);
}
}
@ -1267,28 +1263,10 @@ namespace OpenSim.Region.Framework.Scenes
}
}
if ((aggregateScriptEvents & scriptEvents.at_target) != 0)
{
m_scriptListens_atTarget = true;
}
else
{
m_scriptListens_atTarget = false;
}
m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
if ((aggregateScriptEvents & scriptEvents.not_at_target) != 0)
{
m_scriptListens_notAtTarget = true;
}
else
{
m_scriptListens_notAtTarget = false;
}
if (m_scriptListens_atTarget || m_scriptListens_notAtTarget)
{
}
else
if (!m_scriptListens_atTarget && !m_scriptListens_notAtTarget)
{
lock (m_targets)
m_targets.Clear();
@ -1787,9 +1765,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
/// <summary>
/// Set the owner of the root part.
/// </summary>

View File

@ -2710,11 +2710,10 @@ if (m_shape != null) {
public EntityIntersection TestIntersection(Ray iray, Quaternion parentrot)
{
// In this case we're using a sphere with a radius of the largest dimention of the prim
// In this case we're using a sphere with a radius of the largest dimension of the prim
// TODO: Change to take shape into account
EntityIntersection returnresult = new EntityIntersection();
EntityIntersection result = new EntityIntersection();
Vector3 vAbsolutePosition = AbsolutePosition;
Vector3 vScale = Scale;
Vector3 rOrigin = iray.Origin;
@ -2738,8 +2737,7 @@ if (m_shape != null) {
Vector3 tmVal6 = vAbsolutePosition*rOrigin;
// Set Radius to the largest dimention of the prim
// Set Radius to the largest dimension of the prim
float radius = 0f;
if (vScale.X > radius)
radius = vScale.X;
@ -2765,7 +2763,7 @@ if (m_shape != null) {
if (rootsqr < 0.0f)
{
// No intersection
return returnresult;
return result;
}
float root = ((-itestPart2) - (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f);
@ -2778,7 +2776,7 @@ if (m_shape != null) {
if (root < 0.0f)
{
// nope, no intersection
return returnresult;
return result;
}
}
@ -2788,12 +2786,12 @@ if (m_shape != null) {
new Vector3(iray.Origin.X + (iray.Direction.X*root), iray.Origin.Y + (iray.Direction.Y*root),
iray.Origin.Z + (iray.Direction.Z*root));
returnresult.HitTF = true;
returnresult.ipoint = ipoint;
result.HitTF = true;
result.ipoint = ipoint;
// Normal is calculated by the difference and then normalizing the result
Vector3 normalpart = ipoint - vAbsolutePosition;
returnresult.normal = normalpart / normalpart.Length();
result.normal = normalpart / normalpart.Length();
// It's funny how the Vector3 object has a Distance function, but the Axiom.Math object doesn't.
// I can write a function to do it.. but I like the fact that this one is Static.
@ -2802,9 +2800,9 @@ if (m_shape != null) {
Vector3 distanceConvert2 = new Vector3(ipoint.X, ipoint.Y, ipoint.Z);
float distance = (float) Util.GetDistanceTo(distanceConvert1, distanceConvert2);
returnresult.distance = distance;
result.distance = distance;
return returnresult;
return result;
}
public EntityIntersection TestIntersectionOBB(Ray iray, Quaternion parentrot, bool frontFacesOnly, bool faceCenters)
@ -3008,9 +3006,9 @@ if (m_shape != null) {
//distance[i] = (normals[i].X * AmBa.X + normals[i].Y * AmBa.Y + normals[i].Z * AmBa.Z) * -1;
}
EntityIntersection returnresult = new EntityIntersection();
EntityIntersection result = new EntityIntersection();
returnresult.distance = 1024;
result.distance = 1024;
float c = 0;
float a = 0;
float d = 0;
@ -3030,7 +3028,7 @@ if (m_shape != null) {
//{
//if (iray.Origin.Dot(normals[i]) > d)
//{
//return returnresult;
//return result;
//}
// else
//{
@ -3044,7 +3042,7 @@ if (m_shape != null) {
//{
//if (a > fmin)
//{
//return returnresult;
//return result;
//}
//fmax = a;
//}
@ -3056,7 +3054,7 @@ if (m_shape != null) {
//{
//if (a < 0 || a < fmax)
//{
//return returnresult;
//return result;
//}
//fmin = a;
//}
@ -3112,17 +3110,17 @@ if (m_shape != null) {
// distance2 = (float)GetDistanceTo(q, iray.Origin);
//}
if (distance2 < returnresult.distance)
if (distance2 < result.distance)
{
returnresult.distance = distance2;
returnresult.HitTF = true;
returnresult.ipoint = q;
result.distance = distance2;
result.HitTF = true;
result.ipoint = q;
//m_log.Info("[FACE]:" + i.ToString());
//m_log.Info("[POINT]: " + q.ToString());
//m_log.Info("[DIST]: " + distance2.ToString());
if (faceCenters)
{
returnresult.normal = AAfacenormals[i] * AXrot;
result.normal = AAfacenormals[i] * AXrot;
Vector3 scaleComponent = AAfacenormals[i];
float ScaleOffset = 0.5f;
@ -3130,20 +3128,20 @@ if (m_shape != null) {
if (scaleComponent.Y != 0) ScaleOffset = AXscale.Y;
if (scaleComponent.Z != 0) ScaleOffset = AXscale.Z;
ScaleOffset = Math.Abs(ScaleOffset);
Vector3 offset = returnresult.normal * ScaleOffset;
returnresult.ipoint = AXpos + offset;
Vector3 offset = result.normal * ScaleOffset;
result.ipoint = AXpos + offset;
///pos = (intersectionpoint + offset);
}
else
{
returnresult.normal = normals[i];
result.normal = normals[i];
}
returnresult.AAfaceNormal = AAfacenormals[i];
result.AAfaceNormal = AAfacenormals[i];
}
}
}
return returnresult;
return result;
}
/// <summary>

View File

@ -212,6 +212,6 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
bool Bright { get; set; } // SetPrimParms(FULLBRIGHT)
double Bloom { get; set; } // SetPrimParms(GLOW)
bool Shiny { get; set; } // SetPrimParms(SHINY)
bool BumpMap { get; set; } // SetPrimParms(BUMPMAP) [DEPRECIATE IN FAVOUR OF UUID?]
bool BumpMap { get; set; } // SetPrimParms(BUMPMAP) [DEPRECATE IN FAVOUR OF UUID?]
}
}

View File

@ -347,18 +347,13 @@ namespace OpenSim.Region.Physics.OdePlugin
#endif
}
// zero out a heightmap array float array (single dimention [flattened]))
// zero out a heightmap array float array (single dimension [flattened]))
if ((int)Constants.RegionSize == 256)
_heightmap = new float[514*514];
else
_heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))];
_watermap = new float[258 * 258];
// Zero out the prim spaces array (we split our space into smaller spaces so
// we can hit test less.
}
@ -2197,7 +2192,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
/// <summary>
/// Called when a static prim moves. Allocates a space for the prim based on it's position
/// Called when a static prim moves. Allocates a space for the prim based on its position
/// </summary>
/// <param name="geom">the pointer to the geom that moved</param>
/// <param name="pos">the position that the geom moved to</param>
@ -3013,7 +3008,7 @@ namespace OpenSim.Region.Physics.OdePlugin
float[] returnarr = new float[262144];
float[,] resultarr = new float[m_regionWidth, m_regionHeight];
// Filling out the array into it's multi-dimentional components
// Filling out the array into its multi-dimensional components
for (int y = 0; y < m_regionHeight; y++)
{
for (int x = 0; x < m_regionWidth; x++)
@ -3126,7 +3121,7 @@ namespace OpenSim.Region.Physics.OdePlugin
float[] returnarr = new float[262144];
float[,] resultarr = new float[m_regionWidth,m_regionHeight];
// Filling out the array into it's multi-dimentional components
// Filling out the array into its multi-dimensional components
for (int y = 0; y < m_regionHeight; y++)
{
for (int x = 0; x < m_regionWidth; x++)

View File

@ -4,7 +4,7 @@
save_crashes = false
; Directory to save crashes to if above is enabled
; (eg default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
crash_dir = "crashes"
; Place to create a PID file
@ -14,16 +14,16 @@
; 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
; 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"
; Set this to true if you are connecting your OpenSimulator regions to a grid
; Set this to false if you are running OpenSimulator in standalone mode
; Set this to true if you are connecting your regions to a grid
; Set this to false if you are running in standalone mode
gridmode = false
; Set this to true if you want this OpenSimulator to run the Hypergrid functionality
; Set this to true if you want Hypergrid functionality
hypergrid = false
startup_console_commands_file = "startup_commands.txt"
@ -39,7 +39,7 @@
; Enables EventQueueGet Service.
EventQueue = true
; Set this to the DLL containig the client stack to use.
; Set this to the DLL containing the client stack to use.
clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
; ##
@ -60,7 +60,7 @@
; except that everything is also enclosed in a <Regions> 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 huge amount of
; 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
@ -109,11 +109,11 @@
; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
; locally. This will mean you won't be able to take items using your assets to other people's regions.
; 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
@ -129,11 +129,11 @@
; 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. ZeroMesher is save and fast.
; Select a mesher here. ZeroMesher is safe and fast.
; ZeroMesher also means that the physics engine models the physics of prims
; sticking to the basic shapes the engine does support. Usually this is only a box.
; Meshmerizer gives a better handling of complex prims by using triangle meshes.
; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
; Note that only ODE physics currently deals with meshed prims in a satisfactory way
;
meshing = ZeroMesher
;meshing = Meshmerizer
@ -165,20 +165,20 @@
; Control user types that are allowed to create new scripts
; Only enforced if serviceside_object_permissions is true
;
; Current possible values are
;
; 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
; 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
;
; 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
; Default value is all
; allowed_script_editors = all
; ##
@ -220,9 +220,9 @@
; 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
; 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
@ -290,7 +290,7 @@
; Specifies the location and filename of the default inventory library control file. The path can be relative or absolute
; Default is ./inventory/Libraries.xml
LibrariesXMLFile="./inventory/Libraries.xml"
[Network]
http_listener_port = 9000
default_location_x = 1000
@ -337,10 +337,10 @@
[ClientStack.LindenUDP]
; This is the multiplier applied to all client throttles for outgoing UDP network data
; If it is set to 1, then we obey the throttle settings as given to us by the client. If it is set to 3, for example, then we
; If it is set to 1, then we obey the throttle settings as given to us by the client. If it is set to 3, for example, then we
; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we
; will actually push down data at a maximum rate of 750 kilobits per second).
;
;
; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster
; than its UI allows the setting to go. This may be okay in some situations, such as standalone OpenSim
; applications on a LAN. However, the greater the multipler, the higher the risk of packet drop, resulting
@ -350,11 +350,11 @@
; Currently this setting is 2 by default because we currently send much more texture data than is strictly
; necessary. A setting of 1 could result in slow texture transfer. This will be fixed when the transfer
; of textures at different levels of quality is improved.
;
;
; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter
; unexpected difficulties
client_throttle_multiplier = 2;
; 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
@ -429,9 +429,8 @@
; 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 over zealous. If you notice bouncing, chances are it's being just
; that
; 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)
@ -551,15 +550,15 @@
; ## Joint support
; ##
; if you would like physics joints to be enabled through a special naming convention in the client, set this to true.
; 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.
@ -602,10 +601,10 @@
;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
; 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
[RestPlugins]
; Change this to true to enable REST Plugins. This must be true if you wish to use
@ -739,7 +738,7 @@
; 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().
; update interval for the cloud cover data returned by llCloud().
; default is 1000
cloud_update_rate = 1000
@ -914,7 +913,7 @@
; 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
; 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"
@ -997,7 +996,7 @@
DefaultCompileLanguage = lsl
; List of allowed languages (lsl,vb,js,cs)
; AllowedCompilers=lsl,cs,js,vb.
; 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
@ -1050,13 +1049,13 @@
; Comma separated list of UUIDS allows the function for that list of UUIDS
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
; Allow for llCreateLink and llBreakLink to work without asking for permission
; 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
; prims
; DisableUndergroundMovement = true
@ -1164,7 +1163,7 @@
[MRM]
; Enables the Mini Region Modules Script Engine. WARNING: SECURITY RISK.
; default is false
Enabled = false
Enabled = false
[Hypergrid]
@ -1176,7 +1175,7 @@
; 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).
; 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.
@ -1234,14 +1233,14 @@
; In order for this to work you need a functioning freeswitch pbx set
; up. Configuration for that will be posted in the wiki soon.
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
; this is the IP of your sim
;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
; this is the IP of your sim
freeswitch_service_server = ip.address.of.your.sim
;freeswitch_service_port = 80
;freeswitch_service_port = 80
; this should be the same port the region listens on
freeswitch_service_port = 9000
freeswitch_realm = ip.address.of.freeswitch.server
@ -1251,15 +1250,15 @@
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 =
; freeswitch_password_reset_url =
[Groups]
@ -1268,19 +1267,19 @@
; This is the current groups stub in Region.CoreModules.Avatar.Groups
Module = Default
; The PHP code for the server is available from the Flotsam project for you to deploy
; The PHP code for the server is available from the Flotsam project for you to deploy
; to your own server. The Flotsam project is located at http://code.google.com/p/flotsam/
;
;Module = GroupsModule
; Enable Group Notices
;NoticesEnabled = true
;NoticesEnabled = true
; This makes the Groups modules very chatty on the console.
;DebugEnabled = true
; Specify which messaging module to use for groups messaging and if it's enabled
;MessagingModule = GroupsMessagingModule
; Specify which messaging module to use for groups messaging and if it's enabled
;MessagingModule = GroupsMessagingModule
;MessagingEnabled = true
; Service connector to Groups Service [Select One]
@ -1290,9 +1289,9 @@
;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:
; 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
@ -1321,7 +1320,7 @@
;FullUpdateRate=14
;PacketMTU = 1400
; TextureUpdateRate (mS) determines how many times per second
; texture send processing will occur. The default is 100mS.
;
@ -1371,7 +1370,6 @@
; to customize your data
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; The below pulls in optional module config files
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;