diff --git a/OpenSim/Framework/LandData.cs b/OpenSim/Framework/LandData.cs index a24af04374..e639da0636 100644 --- a/OpenSim/Framework/LandData.cs +++ b/OpenSim/Framework/LandData.cs @@ -520,7 +520,7 @@ namespace OpenSim.Framework } /// - /// Depreciated idea. Number of visitors ~= free money + /// Deprecated idea. Number of visitors ~= free money /// public int Dwell { get { diff --git a/OpenSim/Framework/Tests/AgentCircuitManagerTests.cs b/OpenSim/Framework/Tests/AgentCircuitManagerTests.cs index ab5f04ace1..6c988976a7 100644 --- a/OpenSim/Framework/Tests/AgentCircuitManagerTests.cs +++ b/OpenSim/Framework/Tests/AgentCircuitManagerTests.cs @@ -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; diff --git a/OpenSim/Framework/Tests/ThreadTrackerTests.cs b/OpenSim/Framework/Tests/ThreadTrackerTests.cs index 37c75ef8c6..15d5b73314 100644 --- a/OpenSim/Framework/Tests/ThreadTrackerTests.cs +++ b/OpenSim/Framework/Tests/ThreadTrackerTests.cs @@ -161,7 +161,7 @@ namespace OpenSim.Framework.Tests /// Worker thread 0 /// /// - public void run( object o) + public void run(object o) { while (running) { diff --git a/OpenSim/Region/CoreModules/InterGrid/OpenGridProtocolModule.cs b/OpenSim/Region/CoreModules/InterGrid/OpenGridProtocolModule.cs index bcf20bee97..e9c1e9d3fd 100644 --- a/OpenSim/Region/CoreModules/InterGrid/OpenGridProtocolModule.cs +++ b/OpenSim/Region/CoreModules/InterGrid/OpenGridProtocolModule.cs @@ -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); diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs index 7bbe045063..287d8d9f7a 100644 --- a/OpenSim/Region/Framework/Scenes/EventManager.cs +++ b/OpenSim/Region/Framework/Scenes/EventManager.cs @@ -63,7 +63,7 @@ namespace OpenSim.Region.Framework.Scenes public delegate void OnNewClientDelegate(IClientAPI client); /// - /// Depreciated in favour of OnClientConnect. + /// Deprecated in favour of OnClientConnect. /// Will be marked Obsolete after IClientCore has 100% of IClientAPI interfaces. /// public event OnNewClientDelegate OnNewClient; diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 0e0999a705..77718312a1 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -928,25 +928,22 @@ namespace OpenSim.Region.Framework.Scenes { // Primitive Ray Tracing float closestDistance = 280f; - EntityIntersection returnResult = new EntityIntersection(); + EntityIntersection result = new EntityIntersection(); List 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; } /// @@ -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; } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index c86e4a1c63..bc3d5c06f6 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -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; } - - /// /// 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(); - } + /// /// /// @@ -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 } } - - - /// /// Set the owner of the root part. /// diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 36468112b5..5a74bad73f 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -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; } /// diff --git a/OpenSim/Region/OptionalModules/Scripting/Minimodule/Interfaces/IObject.cs b/OpenSim/Region/OptionalModules/Scripting/Minimodule/Interfaces/IObject.cs index 64152505c3..19f72109dc 100644 --- a/OpenSim/Region/OptionalModules/Scripting/Minimodule/Interfaces/IObject.cs +++ b/OpenSim/Region/OptionalModules/Scripting/Minimodule/Interfaces/IObject.cs @@ -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?] } } diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 8fdc5a7572..b7030f182b 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -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 } /// - /// 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 /// /// the pointer to the geom that moved /// the position that the geom moved to @@ -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++) diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index ff8fa5ff31..db993b4b57 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example @@ -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 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 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;