diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index e69de29bb2..1332ce81b2 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -0,0 +1,2248 @@ +; This file contains defaults for various settings in OpenSimulator. These can be overriden +; by changing the same setting in OpenSim.ini (once OpenSim.ini.example has been copied to OpenSim.ini). + +[Startup] + ; Console prompt + ; Certain special characters can be used to customize the prompt + ; Currently, these are + ; \R - substitute region name + ; \\ - substtitue \ + ConsolePrompt = "Region (\R) " + + ; Console commands can be saved to a file, so the command history persists after a restart. (default is true) + ConsoleHistoryFileEnabled = true + + ; Log file location. This can be set to a simple file path + ; LogFile = OpenSim.log + + ; The history file can be just a filename (relative to OpenSim's bin/ directory + ; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/) + ConsoleHistoryFile = "OpenSimConsoleHistory.txt" + + ; How many lines of command history should we keep? (default is 100) + ConsoleHistoryFileLines = 100 + + ; Time stamp commands in history file (default false) + ; ConsoleHistoryTimeStamp = false + + ; Set this to true if you want to log crashes to disk + ; this can be useful when submitting bug reports. + ; However, this will only log crashes within OpenSimulator that cause the entire program to exit + ; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures. + ; You will need to capture these native stack traces by recording the session log itself. + save_crashes = false + + ; Directory to save crashes to if above is enabled + ; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt) + crash_dir = "crashes" + + ; Place to create a PID file + ; PIDFile = "/tmp/OpenSim.exe.pid" + + ; Console commands run at startup + startup_console_commands_file = "startup_commands.txt" + + ; Console commands run on shutdown + shutdown_console_commands_file = "shutdown_commands.txt" + + ; Console commands run every 20 minutes + ; timer_Script = "filename" + + ; timer_Script time interval (default 20 min) + ; The time is 60 per minute + ; timer_Interval = 1200 + + ; ## + ; ## SYSTEM + ; ## + + ; Sets the method that OpenSim will use to fire asynchronous + ; events. Valid values are , + ; QueueUserWorkItem, SmartThreadPool, and Thread. + async_call_method = SmartThreadPool + + ; Max threads to allocate on the FireAndForget thread pool + ; when running with the SmartThreadPool option above + MaxPoolThreads = 300 + + ; Allow certain jobs to be run consecutively in a job engine rather than always concurrently. + ; This improves performance in regions with large numbers of connections (in the hundreds). + JobEngineEnabled = true + + ; Plugin Registry Location + ; Set path to directory for plugin registry. Information about the + ; registered repositories and installed plugins will be stored here. + ; The OpenSim.exe process must have R/W access to the location. + RegistryLocation = "." + + ; Used by region module addins. You can set this to outside bin, so that addin + ; configurations will survive updates. The OpenSim.exe process must have R/W access + ; to the location. + ConfigDirectory = "." + + ; ## + ; ## CLIENTS + ; ## + + ; Set this to the DLL containing the client stack to use. + clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll" + + ; ## + ; ## REGIONS + ; ## + + ; Determine where OpenSimulator looks for the files which tell it which regions to server + ; Defaults to "filesystem" if this setting isn't present + region_info_source = "filesystem" + ; region_info_source = "web" + + ; Determines where the region XML files are stored if you are loading these from the filesystem. + ; Defaults to bin/Regions in your OpenSimulator installation directory + ; regionload_regionsdir="C:\somewhere\xmlfiles\" + + ; Determines the page from which regions xml is retrieved if you are loading these from the web + ; The XML here has the same format as it does on the filesystem (including the tag), + ; except that everything is also enclosed in a tag. + ; regionload_webserver_url = "http://example.com/regions.xml" + + ;; Allow the simulator to start up if there are no region configuration available + ;; from the selected region_info_source. + allow_regionless = false + + ;; Allow child agents to see into the region even if their root counterpart isn't allowed in here + see_into_region = true + + ;; use legacy math for sittarget offset "correction" + ;; set this option to false to use improved math more compatibility with SL. + ;; keep it true if you have many old objects with sits set by scripts. + ;; the offset in question is added to the SitTarget to find the sitting avatar position. + ;; acording to its size, etc. + ; LegacySitOffsets = true + + ; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos + ; Increasing this number will increase memory usage. + MaxPrimUndos = 20 + + ; Minimum size for non-physical prims.This can be overridden in the region config file (as + ; NonPhysicalPrimMin!). + ; NonPhysicalPrimMin = 0.001 + + ; Maximum size of non physical prims. Affects resizing of existing prims. This can be overridden in the region config file (as NonPhysicalPrimMax!). + NonPhysicalPrimMax = 256 + + ; Minimum size where a prim can be physical. This can be overridden in the region config file. + ; PhysicalPrimMin = 0.01 + + ; Maximum size of physical prims. Affects resizing of existing prims. This can be overridden in the region config file. + PhysicalPrimMax = 64 + + ; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum + ; This can be overridden in the region config file. + ClampPrimSize = false + + ; If a prim is loaded from an external source, clamp it to Z = 0 if Z is negative. + ClampNegativeZ = false + + ; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero. + ; This can be overridden in the region config file. + LinksetPrims = 0 + + ; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region. + ; This only applies when crossing to a region running in a different simulator. + ; For crossings where the regions are on the same simulator the script is always kept running. + AllowScriptCrossing = true + + ; 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 + + ; the default view range. Viewers override this ( no major effect still ) + ;DefaultDrawDistance = 255.0 + + ; limit the maximum view range ( no effect still (does limit MaxRegionsViewDistance) ) + ;MaxDrawDistance = 512 + + ; Other regions visibility depends on avatar position and view range + ; the view range considered is limited the maximum and minimum distances: + ;MaxRegionsViewDistance = 255 + ;MinRegionsViewDistance = 96 + + ; 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 + + ; Use of normalized 55FPS statistics + ; Opensim does not have a frame rate control like other simulators. + ; Most parameters that control timing can be configurable region by region. + ; To achieve closer compatibility with values expected by viewers, scripts and users + ; some parameters are converted to a equivalent per frame value. + ; Additionally, they are scaled to values they would have on a system running at a nominal 55 frames per second rate. + ; The scale factor it 55 * FrameTime, corresponding to 5 with default configuration + ; You can choose to show the true physics FPS to viewers by setting Normalized55FPS to false. + ; Normalized55FPS = true + + ; Main Frame time + ; This defines the rate of several simulation events. + ; Default value should meet most needs. + ; It can be reduced to improve the simulation of moving objects, with possible increase of cpu and network loads. + ; It should not be less than the physics engine step time. + ; Being a integer multiple of it may reduce some jitter in reported physics FPS. + ; changing this value, you need to change some of the following *EveryNFrames so their actions timing remains the same + FrameTime = 0.0909 + + ; The values below represent the percentage of the target frame time that, + ; when underrun, should trigger yellow or red in the lag meter. + ; Less than 60% of FPS is amber by default, less then 40% is red. + ; These values are advisory. Viewers may choose to not use them but it is + ; encouraged that they do. + ; FrameTimeWarnPercent = 60 + ; FrameTimeCritPercent = 40 + + ; Send scheduled updates to objects in the scene + ; This must be a whole number + UpdateObjectsEveryNFrames = 1 + + ; Send position/velocity, etc. updates to agents in the scene + ; This must be a whole number + UpdateAgentsEveryNFrames = 1 + + ; Apply pending forces from physics calculations to an entity. + ; This must be a whole number + UpdateEntityMovementEveryNFrames = 1 + + ; Send coarse location updates to viewers. In a classic viewer, this updates the minimap. + ; This must be a whole number + UpdateCoarseLocationsEveryNFrames = 50 + + ; Physics simulation execution or syncronization, acording to engine. Should be 1 + ; This must be a whole number + UpdatePhysicsEveryNFrames = 1 + + ; Send out the on frame event to modules and other listeners. This should probably never deviate from 1. + ; This must be a whole number + UpdateEventsEveryNFrames = 1 + + ; Send terrain updates to viewers + ; This must be a whole number + UpdateTerrainEveryNFrames = 50 + + ; Persitently store any objects which meet the PRIM STORAGE criteria + ; This must be a whole number + UpdateStorageEveryNFrames = 200 + + ; Clean up temp on rez objects. + ; This must be a whole number + UpdateTempCleaningEveryNSeconds = 180 + + ; ## + ; ## PRIM STORAGE + ; ## + + ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to + ; prevent frequently changing objects from heavily loading the region data store. + ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep. + ; + ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds + MinimumTimeBeforePersistenceConsidered = 60 + ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago + MaximumTimeBeforePersistenceConsidered = 600 + + ; ## + ; ## PHYSICS + ; ## + + ; If true then prims can be collided with by avatars, other prims, etc. + ; If false then all prims are phantom, no matter whether their phantom flag is checked or unchecked. + ; Also, no prims are subject to physics. + collidable_prim = true + + ; If true then prims can be made subject to physics (gravity, pushing, etc.). + ; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction + 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 + + ; Path to decoded sculpty maps + ; Defaults to "j2kDecodeCache + ;DecodedSculptMapPath = "j2kDecodeCache" + + ; if you use Meshmerizer and want sculpt map collisions, setting this to + ; to true will store decoded sculpt maps in a special folder in your bin + ; folder, which can reduce startup times by reducing asset requests. Some + ; versions of mono dont work well when reading the cache files, so set this + ; to false if you have compatibility problems. + ;CacheSculptMaps = true + + ;; BulletSim is the default physics engine. It provides the best performance and most functionality. + ;; BulletSim supports varregions. + ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before. + ;; It continues to provide a workable physics implementation. It does not currently support varregions. + ;; basicphysics effectively does not model physics at all, making all objects phantom. + ;; Default is BulletSim + physics = BulletSim + ;physics = modified_BulletX + ;physics = OpenDynamicsEngine + ;physics = basicphysics + ;physics = POS + + ; ## + ; ## SCRIPT ENGINE + ; ## + + ;; Default script engine to use. Currently, we only have XEngine + DefaultScriptEngine = "XEngine" + + ; Http proxy setting for llHTTPRequest and dynamic texture loading, if + ; required + ; HttpProxy = "http://proxy.com:8080" + + ; If you're using HttpProxy, then you can set HttpProxyExceptions to a + ; list of regular expressions for URLs that you don't want to go through + ; the proxy. + ; For example, servers inside your firewall. + ; Separate patterns with a ';' + ; HttpProxyExceptions = ".mydomain.com;localhost" + + ; ## + ; ## EMAIL MODULE + ; ## + ;; The email module requires some configuration. It needs an SMTP + ;; server to send mail through. + ;emailmodule = DefaultEmailModule + + ; ## + ; ## ANIMATIONS + ; ## + + ; If enabled, enableFlySlow will change the primary fly state to + ; FLYSLOW, and the "always run" state will be the regular fly. + enableflyslow = false + + ; PreJump is an additional animation state, but it probably + ; won't look right until the physics engine supports it + ; (i.e delays takeoff for a moment) + + ; # + ; # statistics + ; # + + ; Simulator statistics are output to the console periodically at debug level INFO. + ; Setting this to zero disables this output. + ; LogShowStatsSeconds = 3600 + + ; Simulator Stats URI + ; Enable JSON simulator data by setting a URI name (case sensitive) + ; Returns regular sim stats (SimFPS, ...) + Stats_URI = "jsonSimStats" + + ; Simulator StatsManager URI + ; Enable fetch of StatsManager registered stats. Fetch is query which can optionally + ; specify category, container and stat to fetch. If not selected, returns all of that type. + ; http://simulatorHTTPport/ManagedStats/?cat=Category&cont=Container&stat=Statistic + ; ManagedStatsRemoteFetchURI = "ManagedStats" + + ; Make OpenSim start all regions with logins disabled. They will need + ; to be enabled from the console if this is set + ; StartDisabled = false + + ; Image decoding. Use CSJ2K for layer boundary decoding if true, + ; OpenJPEG if false + ; UseCSJ2K = true + + ; Use "Trash" folder for items deleted from the scene + ; When set to True (the default) items deleted from the scene will be + ; stored in the user's trash or lost and found folder. When set to + ; False items will be removed from the scene permanently + UseTrashOnDelete = True + + ; # + ; # Logging + ; # + + ; Force logging when the thread pool approaches an overload condition + ; Provides useful data for post-mortem analysis even in a production + ; system with reduced logging + LogOverloads = True + + ; # + ; # Telehubs + ; # + + ; SpawnPointRouting adjusts the landing for incoming avatars. + ; "closest" will place the avatar at the SpawnPoint located in the closest + ; available spot to the destination (typically map click/landmark). + ; "random" will place the avatar on a randomly selected spawnpoint; + ; "sequence" will place the avatar on the next sequential SpawnPoint + ; SpawnPointRouting = closest + + ; TelehubAllowLandmark allows users with landmarks to override telehub + ; routing and land at the landmark coordinates when set to true + ; default is false + ; TelehubAllowLandmark = false + + ; # + ; # SSL certificates validation options + ; # + + ; SSL certificate validation options + ; you can allow selfsigned certificates or no official CA with next option set to true + ; NoVerifyCertChain = true + ; you can also bypass the hostname or domain verification + ; NoVerifyCertHostname = true + ; having both options true does provide encryption but with low security + ; set both true if you don't care to use SSL, they are needed to contact regions or grids that do use it. + +[Map] + ; Map tile options. + ; If true, then maptiles are generated using the MapImageModule below. + ; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden + ; in individual region config file(s). If you do not want to upload map tiles at all, then you will need + ; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/ + ;GenerateMaptiles = true + + ;WorldMapModule = "WorldMap" + + ; The module to use in order to generate map images. + ; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can + ; generate better images. + ;MapImageModule = "MapImageModule" + + ; World map blacklist timeout in seconds + ;BlacklistTimeout = 600 + + ; Refresh (in seconds) the map tile periodically + ;MaptileRefresh = 0 + + ; If not generating maptiles, use this static texture asset ID + ;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000" + + ; Draw objects on maptile. This step might take a long time if you've got a large number of + ; objects, so you can turn it off here if you'd like. + DrawPrimOnMapTile = true + + ; Use terrain texture for maptiles if true, use shaded green if false + TextureOnMapTile = true + + ; Texture prims + TexturePrims = true + + ; Only texture prims that have a diagonal size greater than this number + TexturePrimSize = 48 + + ; Attempt to render meshes and sculpties on the map + RenderMeshes = false + + ; warp3D rendering height limits for prims (relative to rez position not bounding box) + ; prims above RenderMaxHeight are excluded + ; valid values: 100 to 4086 + ;RenderMaxHeight = 4086 + + ; prims below RenderMinHeight are excluded + ; valid values: -100 to RenderMaxHeight - 10 + ;RenderMinHeight = -100 + +[Permissions] + ; ## + ; ## PERMISSIONS + ; ## + + ; Permission modules to use, separated by comma. + ; Possible modules are DefaultPermissionsModule, PrimLimitsModule + ;permissionmodules = "DefaultPermissionsModule" + + ; 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 true + serverside_object_permissions = true + + + ; This allows some control over permissions + ; please note that this still doesn't duplicate SL, and is not intended to + + ; This allows grid users with a UserLevel of 200 or more to assume god + ; powers in the regions in this simulator. + ; if you don't trust grid admins, what are you doing there? + allow_grid_gods = true + + ; Allow region owners to assume god powers in their regions + ;region_owner_is_god = true + + ; Allow region managers to assume god powers in regions they manage + ;region_manager_is_god = false + + ; God mode should be turned on in the viewer whenever + ; the user has god rights somewhere. They may choose + ; to turn it off again, though. + automatic_gods = false + + ; The user can execute any and all god functions, as + ; permitted by the viewer UI, without actually "godding + ; up". This is the default state in 0.8.2. + implicit_gods = false + + ; Control user types that are allowed to create new scripts + ; Only enforced if serviceside_object_permissions is true + ; + ; Current possible values are + ; all - anyone can create scripts (subject to normal permissions) + ; gods - only administrators can create scripts (as long as allow_grid_gods is true) + ; Default value is all + ; allowed_script_creators = all + + ; Control user types that are allowed to edit (save) scripts + ; Only enforced if serviceside_object_permissions is true + ; + ; Current possible values are + ; all - anyone can edit scripts (subject to normal permissions) + ; gods - only administrators can edit scripts (as long as allow_grid_gods is true) + ; Default value is all + ; allowed_script_editors = all + + ; Provides a simple control for land owners to give build rights to specific avatars + ; in publicly accessible parcels that disallow object creation in general. + ; Owners specific avatars by adding them to the Access List of the parcel + ; without having to use the Groups feature + ; Disabled by default + ; simple_build_permissions = False + + ; Minimum user level required to upload assets + ;LevelUpload = 0 + + +[RegionReady] + ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled + enabled = true + + ; Channel on which to signal region readiness through a message + ; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]" + ; - the first field indicating whether this is an initial server startup + ; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error) + ; - the third field is a number indicating how many scripts failed to compile + ; - "oar error" if supplied, provides the error message from the OAR load + channel_notify = -800 + + ; - disallow logins while scripts are loading + ; Instability can occur on regions with 100+ scripts if users enter before they have finished loading + login_disable = true + + ; - send an alert as json to a service + ; alert_uri = "http://myappserver.net/my_handler/" + + +[EstateManagement] + ; If false, then block any region restart requests from the client even if they are otherwise valid. + ; Default is true + AllowRegionRestartFromClient = true + + +[UserProfiles] + ;# {ProfileURL} {} {Set url to UserProfilesService} {} + ;; Set the value of the url to your UserProfilesService + ;; If un-set / "" the module is disabled + ;; If the ProfileURL is not set, then very BASIC + ;; profile support will be configured. If the ProfileURL is set to a + ;; valid URL, then full profile support will be configured. The URL + ;; points to your grid's Robust user profiles service + ;; + ; ProfileURL = http://127.0.0.1:9000 + + ;; set this to false to prevent your users to be sent to unknown + ;; web sites by other users on their profiles + ; AllowUserProfileWebURLs = true + + +[SMTP] + enabled = false + + ;enabled = true + ;internal_object_host = lsl.opensim.local + ;host_domain_header_from = 127.0.0.1 + ;SMTP_SERVER_HOSTNAME = 127.0.0.1 + ;SMTP_SERVER_PORT = 25 + ;SMTP_SERVER_LOGIN = foo + ;SMTP_SERVER_PASSWORD = bar + + +[Network] + ConsoleUser = "Test" + ConsolePass = "secret" + http_listener_port = 9000 + console_port = 0 + + ; ssl config: Experimental! + http_listener_ssl = false ; if set to true main server is replaced by a ssl one + http_listener_sslport = 9001 ; Use this port for SSL connections + ; currently if using ssl, regions ExternalHostName must the the same and equal to http_listener_cn + ; this will change is future + http_listener_cn = "myRegionsExternalHostName" + ; if the cert doesnt have a oficial CA or is selfsigned viewers option NoVerifySSLCert need to be set true + http_listener_cert_path = "mycert.p12" ; path for the cert file that is valid for the ExternalHostName + http_listener_cert_pass = "mycertpass" ; the cert passwork + + ; addicional HTTPS for "Out of band" management applications such as the remote + ; admin module or scripts + ; + ; Create https_listener = "True" will create a listener on the port + ; specified. Provide the path to your server certificate along with it's + ; password + ; https_listener = False + ; Set our listener to this port + ; https_port = 0 + ; Path to X509 certificate, can be the same as main or another + ; cert_path = "path/to/cert.p12" + ; Password for cert + ; cert_pass = "password" + + ; Maximum bytes allowed for HTTP_BODY_MAXLENGTH. + ; By default, llHTTPRequest limits the response body to 2048 bytes. + ; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum + ; of HttpBodyMaxLenMAX bytes. + ; HttpBodyMaxLenMAX=16384 + + ; Hostname to use in llRequestURL/llRequestSecureURL + ; must be a valid hostname for the ssl cert. + ; if not defined - llRequestURL/llRequestSecureURL are disabled + ; ExternalHostNameForLSL=127.0.0.1 + + ; Disallow the following address ranges for user scripting calls (e.g. llHttpRequest()) + ; This is based on http://en.wikipedia.org/wiki/Reserved_IP_addresses + ; This stops users making HTTP calls to machines in the simulator's local network. + ; If you need to allow some LAN calls we recommend you use OutboundDisallowForUserScriptsExcept documented in OpenSim.ini.example + ; If you override OutboundDisallowForUserScripts directly you need to be very careful. + ; + ; Network ranges are specified in CIDR notation (http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation) with multiple entries separated by | + ; To specify an individual IP address use the /32 netmask (e.g. 192.168.1.3/32) + ; You can also specify individual : endpoints (e.g. 192.168.1.3:8003) + ; If an address if given without a port number then port 80 is assumed. + OutboundDisallowForUserScripts = 0.0.0.0/8|10.0.0.0/8|100.64.0.0/10|127.0.0.0/8|169.254.0.0/16|172.16.0.0/12|192.0.0.0/24|192.0.2.0/24|192.88.99.0/24|192.168.0.0/16|198.18.0.0/15|198.51.100.0/24|203.0.113.0/24|224.0.0.0/4|240.0.0.0/4|255.255.255.255/32 + ; + ; You can also prevent all user script outgoing calls with the following override in OpenSim.ini + ; + ; OutboundDisallowForUserScripts = 0.0.0.0/0 + ; + ; You can also disable the blacklist entirely with an empty entry + ; + ; OutboundDisallowForUserScripts = "" + + ; What is reported as the "X-Secondlife-Shard" + ; Defaults to the user server url if not set + ; The old default is "OpenSim", set here for compatibility + shard = "OpenSim" + + ; What is reported as the "User-Agent" when using llHTTPRequest + ; Defaults to not sent if not set here. See the notes section in the wiki at + ; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding + ; " (Mozilla Compatible)" to the text where there are problems with a web server + ;user_agent = "OpenSim LSL (Mozilla Compatible)" + + ; OpenSim can send multiple simultaneous requests for services such as asset + ; retrieval. However, some versions of mono appear to hang when there are too + ; many simultaneous requests, default is 30 and is currently applied only to assets + ;MaxRequestConcurrency = 30 + +[ScriptsHttpRequestModule] + ; options for llHttpRequest + + ; max number of concurrent connections per instance (all scenes), default 8 + ; MaxPoolThreads = 8 + + ; max requests per second for all scripts on a prim, default 1 + ;PrimRequestsPerSec = 1.0 + ; initial unthrottled burst for all scripts on a prim, default 3 + ;PrimRequestsBurst = 3.0 + + ; max requests per second for the objects owner (per instance), default 25 + ;PrimOwnerRequestsPerSec = 25.0 + ; initial unthrottled burst for the objects owner (per instance), default 5 + ;PrimOwnerRequestsBurst = 5.0 + + ; requests timeout in miliseconds, range 200 to 60000, default 30000 + ;RequestsTimeOut = 30000 + +[AccessControl] + ; Viewer-based access control. |-separated list of allowed viewers. + ; AllowedClients = "" + + ; Viewer-based access control. |-separated list of denied viewers. + ; No restrictions by default. + ; DeniedClients = "" + + +[ClientStack.LindenUDP] + ; Maximum outbound bytes per second for a single scene. This can be used to + ; throttle total outbound UDP traffic for a simulator. The default value is + ; 0, meaning no throttling at the scene level. The example given here is + ; 20 megabits + ; + ;scene_throttle_max_bps = 2500000 + + ; Maximum bytes per second to send to any single client. This will override + ; the user's viewer preference settings. The default value is 0, meaning no + ; aggregate throttling on clients (only per-category throttling). The + ; example given here is 1.5 megabits + ; + ;client_throttle_max_bps = 187500 + + ; Minimum bytes per second to send to any single client as a result of + ; adaptive throttling. Viewer preferences set to a lower number will + ; override the settin. The example given here ensures that adaptive + ; throttling will never decrease per client bandwidth below 256 kbps. + ; + ;adaptive_throttle_min_bps = 32000 + + ; Adaptive throttling attempts to limit network overload when multiple + ; clients login by starting each connection more slowly. Disabled by + ; default + ; currently disabled + ;enable_adaptive_throttles = false + + ; Per-client bytes per second rates for the various throttle categories. + ; These are default values that will be overridden by clients. These + ; defaults are approximately equivalent to the throttles set by the Imprudence + ; viewer when maximum bandwidth is set to 350kbps + + ;resend_default = 6625 + ;land_default = 9125 + ;wind_default = 1750 + ;cloud_default = 1750 + ;task_default = 18500 + ;texture_default = 18500 + ;asset_default = 10500 + + ; TextureSendLimit determines how many packets will be put on + ; the lludp outgoing queue each cycle. Like the settings above, this + ; is a balance between responsiveness to priority updates and + ; total throughput. Higher numbers will give a better + ; throughput at the cost of reduced responsiveness to client + ; priority changes or transfer aborts + ; + ;TextureSendLimit = 20 + + ; Quash and remove any light properties from attachments not on the + ; hands. This allows flashlights and lanterns to function, but kills + ; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps + ; will also be affected. + ; + ;DisableFacelights = false + + ; The time to wait before disconecting an unresponsive client. + ; The time is in seconds. The default is one minute + ; + ;AckTimeout = 60 + + ; The time to wait before disconecting an unresponsive paused client. + ; A client can be paused when the file selection dialog is open during file upload. + ; This gives extra time to find files via the dialog but will still disconnect if + ; the client crashes or loses its network connection + ; The time is in seconds. The default is five minutes. + ; + ;PausedAckTimeout = 300 + + ; Support viewers object cache, default true + ; users may need to reduce viewer bandwitdh if some prims or terrain parts fail to rez. + ; change to false if you need to use old viewers that do not support this feature + ; + ; SupportViewerObjectsCache = true + +[ClientStack.LindenCaps] + ;; Long list of capabilities taken from + ;; http://wiki.secondlife.com/wiki/Current_Sim_Capabilities + ;; Not all are supported by OpenSim. The ones supported are + ;; set to localhost. These defaults can be overwritten + ;; in OpenSim.ini + ;; + Cap_AttachmentResources = "" + Cap_ChatSessionRequest = "" + Cap_CopyInventoryFromNotecard = "localhost" + Cap_DispatchRegionInfo = "" + Cap_EstateChangeInfo = "" + Cap_EnvironmentSettings = "localhost" + Cap_EventQueueGet = "localhost" + Cap_FetchInventory = "" + Cap_ObjectMedia = "localhost" + Cap_ObjectMediaNavigate = "localhost" + Cap_FetchLib = "" + Cap_FetchLibDescendents = "" + Cap_GetDisplayNames = "localhost" + Cap_GetTexture = "localhost" + Cap_GetMesh = "localhost" + Cap_GetMesh2 = "localhost" + ; Cap_GetAsset = "localhost" DO not ucoment this line. Some popular viewers still dont do it right for opensim. Here to easy testing + Cap_GetObjectCost = "" + Cap_GetObjectPhysicsData = "" + Cap_GroupProposalBallot = "" + Cap_GroupMemberData = "localhost" + Cap_HomeLocation = "localhost" + Cap_LandResources = "" + Cap_MapLayer = "localhost" + Cap_MapLayerGod = "localhost" + Cap_NewFileAgentInventory = "localhost" + Cap_NewFileAgentInventoryVariablePrice = "localhost" + Cap_ObjectAdd = "localhost" + Cap_ParcelPropertiesUpdate = "localhost" + Cap_ParcelMediaURLFilterList = "" + Cap_ParcelNavigateMedia = "" + Cap_ParcelVoiceInfoRequest = "" + Cap_ProductInfoRequest = "" + Cap_ProvisionVoiceAccountRequest = "" + Cap_RemoteParcelRequest = "localhost" + Cap_RequestTextureDownload = "" + Cap_SearchStatRequest = "" + Cap_SearchStatTracking = "" + Cap_SendPostcard = "" + Cap_SendUserReport = "" + Cap_SendUserReportWithScreenshot = "" + Cap_ServerReleaseNotes = "localhost" + Cap_SimConsole = "" + Cap_SimulatorFeatures = "" + Cap_SetDisplayName = "" + Cap_StartGroupProposal = "" + Cap_TextureStats = "" + Cap_UntrustedSimulatorMessage = "" + Cap_UpdateAgentInformation = "" + Cap_UpdateAgentLanguage = "" + Cap_UpdateGestureAgentInventory = "" + Cap_UpdateNotecardAgentInventory = "localhost" + Cap_UpdateScriptAgent = "localhost" + Cap_UpdateGestureTaskInventory = "" + Cap_UpdateNotecardTaskInventory = "localhost" + Cap_UpdateScriptTask = "localhost" + Cap_UploadBakedTexture = "localhost" + Cap_UploadObjectAsset = "localhost" + Cap_ViewerStartAuction = "" + Cap_ViewerStats = "" + + ; Capabilities for fetching inventory over HTTP rather than UDP + ; FetchInventoryDescendents2 and FetchInventory2 are the ones used in the latest Linden Lab viewers (from some point in the v2 series and above) + ; It appears that Linden Lab viewer 3.3.1 onwards will not work properly if FetchInventoryDescendents2 and FetchInventory2 are not enabled + Cap_WebFetchInventoryDescendents = "" + Cap_FetchInventoryDescendents2 = "localhost" + Cap_FetchInventory2 = "localhost" + + ; Capability for searching for people + Cap_AvatarPickerSearch = "localhost" + + +[Chat] + ; Controls whether the chat module is enabled. Default is true. + enabled = true + + ; Distance in meters that whispers should travel. Default is 10m + whisper_distance = 10 + + ; Distance in meters that ordinary chat should travel. Default is 20m + say_distance = 20 + + ; Distance in meters that shouts should travel. Default is 100m + shout_distance = 100 + +[EntityTransfer] + ; The maximum distance in regions that an agent is allowed to teleport + ; along the x or y axis. This is set to 65535 because current viewers + ; can't handle teleports that are greater than this distance + ; Setting to 0 will allow teleports of any distance + ; + max_distance = 65535 + + ; Allow avatars to cross into and out of the region. + AllowAvatarCrossing = true + + ; This disables border transfers for objects. When true, objects can be placed outside + ; the region's border without being transferred to another simulator. + DisableObjectTransfer = false + + ; Minimum user level required for HyperGrid teleports + LevelHGTeleport = 0 + + ; Determine whether the cancel button is shown at all during teleports. + ; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.) + ; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed. + DisableInterRegionTeleportCancellation = false + + ;; This option exists to control the behavior of teleporting gods into places that have landing points + ;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for + ;; avatars with god permissions; SL lets gods land wherever they want. + LandingPointBehavior = LandingPointBehavior_OS + + +[Messaging] + ; Control which region module is used for instant messaging. + ; Default is InstantMessageModule (this is the name of the core IM module as well as the setting) + InstantMessageModule = InstantMessageModule + ; MessageTransferModule = MessageTransferModule + ; OfflineMessageModule = OfflineMessageModule + ; OfflineMessageURL = http://yourserver/Offline.php + ; MuteListModule = MuteListModule + ; MuteListURL = http://yourserver/Mute.php + + ; Control whether group messages are forwarded to offline users. Default is true. + ; ForwardOfflineGroupMessages = true + + +[Inventory] + ; Control whether multiple objects sent to inventory should be coaleseced into a single item + ; There are still some issues with coalescence, including the fact that rotation is not restored + ; and some assets may be missing from archive files. + CoalesceMultipleObjectsToInventory = true + + +[Appearance] + ; Persist avatar baked textures + ; Persisting baked textures can speed up login and region border + ; crossings especially with large numbers of users, though it + ; will store potentially large numbers of textures in your asset + ; database + PersistBakedTextures = false + + ; Control the delay before appearance is sent to other avatars and + ; saved in the avatar service. Attempts to limit the impact caused + ; by the very chatty dialog that sets appearance when an avatar + ; logs in or teleports into a region; values are in seconds + DelayBeforeAppearanceSave = 5 + DelayBeforeAppearanceSend = 2 + + ; If true, avatar appearance information is resent to other avatars in the simulator every 60 seconds. + ; This may help with some situations where avatars are persistently grey, though it will not help + ; in other situations (e.g. appearance baking failures where the avatar only appears as a cloud to others). + ResendAppearanceUpdates = false + + ; Turning this on responds to CachedTexture packets to possibly avoid rebaking the avatar + ; on every login + ReuseTextures = false + + +[Attachments] + ; Controls whether avatar attachments are enabled. + ; Defaults to true - only set to false for debugging purposes + Enabled = true + + +[Mesh] + ; enable / disable mesh asset uploads + ; mesh asset must conform to standard mesh format, with OpenSim extensions + ; default is true + AllowMeshUpload = true + + ; Minimum user level required to upload meshes + ;LevelUpload = 0 + + ; support meshes on physics + ;UseMeshiesPhysicsMesh = true + + ;support convex shape type on normal prims + ; (ubOde only) + ;ConvexPrims = true + + ;support convex shape type on sculpts + ; (ubOde only) + ;ConvexSculpts = true + + ; mesh cache settings: + ; (ubOde only) + ; do cache (keep true) + ;MeshFileCache = true + ; cache folder name relative to bin/ or absolute path + ;MeshFileCachePath = MeshCache + ;MeshFileCacheDoExpire = true + ;MeshFileCacheExpireHours = 48 + + + +[Textures] + ; If true, textures generated dynamically (i.e. through osSetDynamicTextureData() and similar OSSL functions) are reused where possible + ; Chiefly, reuse occurs if a texture has already been generated with identical data and settings, and that texture contains no dynamic components + ; (e.g. images pulled from an external HTTP address). + ; Reusing previously generated textures results in a much faster update on the viewer but may cause issues if the viewer didn't receive all resolutions of the texture. + ; Currently, it will also increase asset cache use since temporary dynamic textures are no longer deleted. + ; Hence, currently considered experimental. + ; Default is false. + ReuseDynamicTextures = false + + ; If true, then textures generated dynamically that have a low data size relative to their pixel size are not reused + ; This is to workaround an apparent LL 3.3.4 and earlier viewer bug where such textures are not redisplayed properly when pulled from the viewer cache. + ; Only set this to true if you are sure that all the viewers using your simulator will not suffer from this problem. + ; This setting only has an affect is ReuseDynamicTextures = true + ; Default is false + ReuseDynamicLowDataTextures = false + + +[ODEPhysicsSettings] + ; ## + ; ## Physics stats settings ( most ignored by ubOde ) + ; + + ; If collect_stats is enabled, then extra stat information is collected which is accessible via the MonitorModule + ; (see http://opensimulator.org/wiki/Monitoring_Module for more details). + collect_stats = false + + ; ## + ; ## Physics logging settings - logfiles are saved to *.DIF files + ; ## + + ; default is false + ;physics_logging = true + ;; every n simulation iterations, the physics snapshot file is updated + ;physics_logging_interval = 50 + ;; append to existing physics logfile, or overwrite existing logfiles? + ;physics_logging_append_existing_logfile = true + + ;## + ;## World Settings + ;## + + ;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s + world_gravityx = 0 + world_gravityy = 0 + world_gravityz = -9.8 + + ; Terminal velocity of a falling avatar + ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples + ; Max value is 255, min value is 0 + avatar_terminal_velocity = 54 + + ; World Step size. + ; with legacy ODE this value needs to be close to 0.02s + ; with ubOde this value can be reduced to improve simulation quality with the cost of higher cpu load + ; you will need to test acording to you needs + ; choosing a value that is a integer sub multiple of FrameRate reduces some jitter on reported physics FPS + world_stepsize = 0.01818 + ; number of iterations of constrains solver, higher should improve results + ; up to a point where acumulated math errors eliminate the improvement + ; more steps may increase CPU load. No real gain in changing + world_solver_iterations = 10 + + ;Spaces level settings. Affects memory consumption vs Collider CPU time for avatar and physical prim + ; defines spaces partition cells min and max sizes == 2^value + world_hashspace_level_low = -5 + world_hashSpace_level_high = 12 + + meters_in_small_space = 29.9 + + + ; ## + ; ## Contact properties. (the stuff that happens when things come in contact with each other) + ; ## + + ; surface layer around geometries other geometries can sink into before generating a contact + world_contact_surface_layer = 0.001 + + ; Filtering collisions helps keep things stable physics wise, but sometimes + ; it can be overzealous. If you notice bouncing, chances are it's that. + filter_collisions = false + + ; Non Moving Terrain Contact (avatar isn't moving) + nm_terraincontact_friction = 255.0 + nm_terraincontact_bounce = 0.1 + nm_terraincontact_erp = 0.1025 + + ; Moving Terrain Contact (avatar is moving) + m_terraincontact_friction = 75.0 + m_terraincontact_bounce = 0.05 + m_terrainContact_erp = 0.05025 + + ; Moving Avatar to object Contact + m_avatarobjectcontact_friction = 75.0 + m_avatarobjectcontact_bounce = 0.1 + + ; Object to Object Contact and Non-Moving Avatar to object + objectcontact_friction = 250.0 + objectcontact_bounce = 0.2 + + ; ## + ; ## Avatar Control + ; ## + + ; PID Controller Settings. These affect the math that causes the avatar to reach the + ; desired velocity + ; See http://en.wikipedia.org/wiki/PID_controller + + av_pid_derivative = 2200.0 + av_pid_proportional = 900.0 + + ;girth of the avatar. Adds radius to the height also + av_capsule_radius = 0.37 + + ; Max force permissible to use to keep the avatar standing up straight + av_capsule_standup_tensor = 550000 + + ; specifies if the capsule should be tilted (=true; old compatibility mode) + ; or straight up-and-down (=false; better and more consistent physics behavior) + av_capsule_tilted = false + + ; used to calculate mass of avatar. + ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH); + ; av_density * AVvolume; + av_density = 80 + + ; use this value to cut 52% of the height the sim gives us + ; Currently unused + ; av_height_fudge_factor = 0.52 + + ; Movement. Smaller is faster. + + ; speed of movement with Always Run off + av_movement_divisor_walk = 1.3 + + ; speed of movement with Always Run on + av_movement_divisor_run = 0.8 + + ; When the avatar flies, it will be moved up by this amount off the ground (in meters) + minimum_ground_flight_offset = 3.0 + + ; Plant avatar. This reduces the effect of physical contacts with the avatar. + ; If you have a group of unruly and rude visitors that bump each other, turn this on to make that less attractive. + ; The avatar still allows a small movement based on the PID settings above. Stronger PID settings AND this active + ; will lock the avatar in place + av_planted = false + + ; No Avatar Avatar Collissions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment + av_av_collisions_off = false + + ; ## + ; ## Object options + ; ## + + ; used in the mass calculation. + geometry_default_density = 10.000006836 + + ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep + body_frames_auto_disable = 20 + + ; used to control llMove2Target + body_pid_derivative = 35 + body_pid_gain = 25 + + ; maximum number of contact points to generate per collision + contacts_per_collision = 80 + + ; start throttling the object updates if object comes in contact with 3 or more other objects + geom_contactpoints_start_throttling = 3 + + ; send 1 update for every x updates below when throttled + geom_updates_before_throttled_update = 15 + + ; Maximum mass an object can be before it is clamped + maximum_mass_object = 10000.01 + + ; ## + ; ## Sculpted Prim settings + ; ## + + ; Do we want to mesh sculpted prim to collide like they look? + mesh_sculpted_prim = true + + ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies + mesh_lod = 32 + + ; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies + mesh_physical_lod = 16 + + ; ## + ; ## additional meshing options + ; ## + + ; Physics needs to create internal meshs (or convert the object meshs or scultps) + ; for all prims except simple boxes and spheres. + + ; collisions of small objects againts larger ones can have a increased CPU load cost + ; so this are represented by a simple BOX + ; if all their scale dimensions are lower or equal to this option. Default is 0.1m + ; (ubOde only) + ; MinSizeToMeshmerize = 0.1 + + +[BulletSim] + ; All the BulletSim parameters can be displayed with the console command + ; "physics get all" and all are defined in the source file + ; OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs. + + ; There are two bullet physics libraries, bulletunmanaged is the default and is a + ; native c++ dll bulletxna is a managed C# dll. They have comparible functionality + ; but the c++ one is much faster. + BulletEngine = "bulletunmanaged" + ; BulletEngine = "bulletxna" + + ; BulletSim can run on its own thread independent of the simulator's heartbeat + ; thread. Enabling this will not let the physics engine slow down avatar movement, etc. + UseSeparatePhysicsThread = false + + ; Terrain implementation can use either Bullet's heightField or BulletSim can build + ; a mesh. 0=heightField, 1=mesh + TerrainImplementation = 0 + ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield + ; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher + ; magnifications use lots of memory. + TerrainMeshMagnification = 2 + + ; Should avatars collide with each other? + AvatarToAvatarCollisionsByDefault = true + + ; Avatar physics height adjustments. + ; http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height + AvatarHeightLowFudge = 0 ; Adjustment at low end of height range + AvatarHeightMidFudge = 0 ; Adjustment at mid point of avatar height range + AvatarHeightHighFudge = 0 ; Adjustment at high end of height range + + ; Avatar walk-up-stairs parameters + ; If an avatar collides with an object 'close to its feet', the avatar will be + ; moved/pushed up do simulate stepping up. + ;AvatarStepHeight = 0.6 ; The height, below which is considered a step collision. + ;AvatarStepAngle = 0.3 ; The angle from vertical (in radians) to consider a surface a step + ;AvatarStepApproachFactor = 2 ; Approach angle factor. O=straight on, .6=~45 degrees. + ;AvatarStepGroundFudge = 0.1 ; Fudge added to bottom of avatar below which step collisions happen + ;AvatarStepForceFactor = 0 ; Avatar is pushed up by its mass times this factor + ;AvatarStepUpCorrectionFactor = 0.8 ; Avatar is displaced up the collision height times this factor + ;AvatarStepSmoothingSteps = 1 ; Number of frames after a step collision that up correction is applied + + ; Terminal velocity of a falling avatar + ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples + ; negative for a downward speed. + AvatarTerminalVelocity = -54 + + ; Default linkset implmentation + ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' + ; builds a compound shape from the children shapes to create a single physical + ; shape. 'Compound' uses a lot less CPU time. + LinkImplementation = 1 ; 0=constraint, 1=compound + + ; If 'true', offset a linkset's origin based on mass of linkset parts. + LinksetOffsetCenterOfMass = false + + ; If 'true', turn scuplties into meshes + MeshSculptedPrim = true + + ; If 'true', force simple prims (box and sphere) to be meshed + ; If 'false', the Bullet native special case shape is used for square rectangles + ; and even dimensioned spheres. + ForceSimplePrimMeshing = false + + ; If 'true', when creating meshes, remove all triangles that have two equal vertexes. + ; Happens often in sculpties. If turned off, there will be some doorways + ; that cannot be walked through. + ShouldRemoveZeroWidthTriangles = true + + ; If 'true', use convex hull definition in mesh asset if present. + ShouldUseAssetHulls = true + + ; If there are thousands of physical objects, these maximums should be increased. + MaxCollisionsPerFrame = 2048 + MaxUpdatesPerFrame = 8192 + + ; Detailed physics debug logging. Very verbose. + PhysicsLoggingEnabled = False + PhysicsLoggingDir = "." + VehicleLoggingEnabled = False + + +[RemoteAdmin] + enabled = false + + ; Set this to a nonzero value to have remote admin use a different port + port = 0 + + ; Set this to the ip address that you want the admin server to bind to + bind_ip_address = "0.0.0.0" + + ; This password is required to make any XMLRPC call (should be set as the "password" parameter) + access_password = unknown + + ; List the IP addresses allowed to call RemoteAdmin + ; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin. + ; access_ip_addresses = 0.0.0.0, 0.0.0.0 ... + ; access_ip_addresses = + + ; set this variable to true if you want the create_region XmlRpc + ; call to unconditionally enable voice on all parcels for a newly + ; created region [default: false] + create_region_enable_voice = false + + ; set this variable to false if you want the create_region XmlRpc + ; call to create all regions as private per default (can be + ; overridden in the XmlRpc call) [default: true] + create_region_public = false + + ; the create_region XmlRpc call uses region_file_template to generate + ; the file name of newly create regions (if they are created + ; persistent). the parameter available are: + ; {0} - X location + ; {1} - Y location + ; {2} - region UUID + ; {3} - region port + ; {4} - region name with " ", ":", "/" mapped to "_" + region_file_template = "{0}x{1}-{2}.ini" + + ; we can limit the number of regions that XmlRpcCreateRegion will + ; allow by setting this to a positive, non-0 number: as long as the + ; number of regions is below region_limits, XmlRpcCreateRegion will + ; succeed. setting region_limit to 0 disables the check. + ; default is 0 + ;region_limit = 0 + + ; enable only those methods you deem to be appropriate using a | delimited whitelist + ; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml + ; if this parameter is not specified but enabled = true, all methods will be available + enabled_methods = all + + ; specify the default appearance for an avatar created through the remote admin interface + ; This will only take effect is the file specified by the default_appearance setting below exists + ;default_male = Default Male + ;default_female = Default Female + + ; update appearance copies inventory items and wearables of default avatars. if this value is false + ; (default), just worn assets are copied to the Clothes folder; if true, all Clothes and Bodyparts + ; subfolders are copied. the receiver will wear the same items the default avatar did wear. + ;copy_folders = false + + ; path to default appearance XML file that specifies the look of the default avatars + ;default_appearance = default_appearance.xml + + +; RestPlugins are not currently operational. +;[RestPlugins] +; ; Change this to true to enable REST Plugins. This must be true if you wish to use +; ; REST Region or REST Asset and Inventory Plugins +; enabled = false +; god_key = SECRET +; prefix = /admin + + +;[RestRegionPlugin] +; ; Change this to true to enable the REST Region Plugin +; enabled = false + + +;[RestHandler] +; ; Change this to true to enable the REST Asset and Inventory Plugin +; enabled = false +; authenticate = true +; secured = true +; extended-escape = true +; realm = OpenSim REST +; dump-asset = false +; path-fill = true +; dump-line-size = 32 +; flush-on-error = true + + +; IRC bridge is experimental, so if it breaks... keep both parts... yada yada +; also, not good error detection when it fails +[IRC] + enabled = false; you need to set this to true otherwise it won't connect + ;server = name.of.irc.server.on.the.net + ;; user password - only use this if the server requires one + ;password = mypass + ;nick = OpenSimBotNameProbablyMakeThisShorter + ;channel = #the_irc_channel_you_want_to_connect_to + ;user = "USER OpenSimBot 8 * :I'm an OpenSim to IRC bot" + ;port = 6667 + ;; channel to listen for configuration commands + ;commands_enabled = false + ;command_channel = 2777 + ;report_clients = true + ;; relay private chat connections + ;; relay_private_channels = true: will relay IRC chat from/to private in-world channels + ;; relay_private_channel_out -- channel to send messages out to the IRC bridge + ;; relay_private_channel_in -- channel to receive message from the IRC bridge + ;; relay_chat = false: IRC bridge will not relay normal chat + ;; access_password -- simple security device + ;; + ;; so, to just relay chat from an IRC channel to in-world region and vice versa: + ;; + ;; relay_private_channels = false + ;; relay_chat = true + ;; + ;; to relay chat only to/from private in-world channels: + ;; + ;; relay_chat = false + ;; relay_private_channels = true + ;; relay_private_channel_in = 2226 + ;; relay_private_channel_out = 2225 + ;; + ;; in this example, all chat coming in from IRC will be send out via + ;; in-world channel 2226, and all chat from in-world channel 2225 will + ;; be relayed to the IRC channel. + ;; + ;relay_private_channels = false + ;relay_private_channel_in = 2226 + ;relay_private_channel_out = 2225 + ;relay_chat = true + ;access_password = foobar + + ;;fallback_region = name of "default" region + ;;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message + ;; must start with "PRIVMSG {0} : " or irc server will get upset + ;;for : : + ;;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}" + ;;for : - : + ;msgformat = "PRIVMSG {0} : {3} - {1} of {2}" + ;;for : - from : + ;;msgformat = "PRIVMSG {0} : {3} - from {1}" + + ;; exclude_list allows you to stop the IRC connector from announcing the + ;;arrival and departure of certain users. For example: admins, bots. + + ;exclude_list=User 1,User 2,User 3 + + ;;Shows modal alertbox for entering agent on IRC enabled regions + ;; + ;; Enable Alert, default = false + ;alert_show = false + ;; + ;; Show IRC serverinfo, default = true + ;alert_show_serverinfo = true + ;; + ;alert_msg_pre = "This region is linked to Irc." + ;alert_msg_post = "Everything you say in public chat can be listened." + + +; The following settings control the progression of daytime +; in the Sim. The defaults are the same as the commented out settings +[Sun] + ; number of wall clock hours for an opensim day. 24.0 would mean realtime + ;day_length = 4 + ; Year length in days + ;year_length = 60 + ; Day to Night Ratio + ;day_night_offset = 0.45 + ; send a Sun update every update_interval # of frames. A lower number will + ; make for smoother sun transition at the cost of network + ;update_interval = 100 + + +[Wind] + ; Enables the wind module. Default is true + enabled = true + + ; How often should wind be updated, as a function of world frames. Approximately 50 frames a second + wind_update_rate = 150 + + ; The Default Wind Plugin to load + wind_plugin = SimpleRandomWind + + ; These settings are specific to the ConfigurableWind plugin + ; To use ConfigurableWind as the default, simply change wind_plugin to ConfigurableWind and uncomment the following. + ; avg_strength = 5.0 + ; avg_direction = 0.0 + ; var_strength = 0.0 + ; var_direction = 0.0 + ; rate_change = 1.0 + + ; This setting is specific to the SimpleRandomWind plugin + ; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. Default is 1.0 + strength = 1.0 + + +[Cloud] + ; Enable this to generate classic particle clouds above the sim. + ; default is disabled - turn it on here + enabled = false + + ; Density of cloud cover 0.0 to 1.0 Defult 0.5 + density = 0.5 + + ; update interval for the cloud cover data returned by llCloud(). + ; default is 1000 + cloud_update_rate = 1000 + + +[LightShare] + ; This enables the transmission of Windlight scenes to supporting clients, such as the Meta7 viewer. + ; It has no ill effect on viewers which do not support server-side windlight settings. + enable_windlight = false + + +[Trees] + ; enable the trees module. default true + enabled = true + + ; active_trees allows module to change its trees in time. + ; some will be deleted, others created and rest may grow + ; default is false. You can change it with console command tree active true | false later + active_trees = false + ; the trees change execution time rate (in ms) + update_rate = 1000 + + ; allow the trees to grow. + ; DANGER + ; this option causes high network use on the order of + ; NumberOfTrees * NumberAvatars * 1000 / update_rate udp packets per second + allowGrow = false + +[VectorRender] + ; the font to use for rendering text (default: Arial) + ; font_name = "Arial" + + +[LL-Functions] + ; Set the following to true to allow administrator owned scripts to execute console commands + ; currently unused + ; AllowosConsoleCommand=false + + ; Are god functions such as llSetObjectPermMask() allowed? If true then gods and only gods have access to these functions. + ; If false then gods cannot execute these functions either. + AllowGodFunctions = false + + ; Restrict the email address used by llEmail to the address associated with the avatars user account? + ; If true then llEmail will only send email to the address in the user account of the avatar who owns the object containing the script. + ; If false then email may be sent to any valid email address. + RestrictEmail = false + + ; Maximum number of llListen events we allow over the entire region. + ; Set this to 0 to have no limit imposed + max_listens_per_region = 1000 + + ; Maximum number of llListen events we allow per script + ; Set this to 0 to have no limit imposed. + max_listens_per_script = 64 + + ; Maximum number of external urls that scripts can set up in this simulator (e.g. via llRequestURL()) + max_external_urls_per_simulator = 100 + + ; Use size boxes instead of meshed prims, sculpts and mesh when calculating bounding boxes. + ; Speeds up calculations but can make them inaccurate, in some cases very inaccurate. + UseSimpleBoxesInGetBoundingBox = false + + ; Add a third vector with stats when returning results from llGetBoundingBox. + ; Lists objects (groups), prims/meshes/avatars (parts) and vertices rendered. + AddStatsInGetBoundingBox = false + + ; Avatar bounding box, lower X value, constant part, when standing + LowerAvatarBoundingBoxStandingXconst = -0.275 + + ; Avatar bounding box, upper X value, constant part, when standing + UpperAvatarBoundingBoxStandingXconst = 0.275 + + ; Avatar bounding box, lower Y value, constant part, when standing + LowerAvatarBoundingBoxStandingYconst = -0.35 + + ; Avatar bounding box, upper Y value, constant part, when standing + UpperAvatarBoundingBoxStandingYconst = 0.35 + + ; Avatar bounding box, lower Z value, constant part, when standing + LowerAvatarBoundingBoxStandingZconst = -0.1 + + ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when standing + LowerAvatarBoundingBoxStandingZcoeff = -0.5 + + ; Avatar bounding box, upper Z value, constant part, when standing + UpperAvatarBoundingBoxStandingZconst = 0.1 + + ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when standing + UpperAvatarBoundingBoxStandingZcoeff = 0.5 + + ; Avatar bounding box, lower X value, constant part, when groundsitting + LowerAvatarBoundingBoxGroundsittingXconst = -0.3875 + + ; Avatar bounding box, upper X value, constant part, when groundsitting + UpperAvatarBoundingBoxGroundsittingXconst = 0.3875 + + ; Avatar bounding box, lower Y value, constant part, when groundsitting + LowerAvatarBoundingBoxGroundsittingYconst = -0.5 + + ; Avatar bounding box, upper Y value, constant part, when groundsitting + UpperAvatarBoundingBoxGroundsittingYconst = 0.5 + + ; Avatar bounding box, lower Z value, constant part, when groundsitting + LowerAvatarBoundingBoxGroundsittingZconst = -0.05 + + ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when groundsitting + LowerAvatarBoundingBoxGroundsittingZcoeff = -0.375 + + ; Avatar bounding box, upper Z value, constant part, when groundsitting + UpperAvatarBoundingBoxGroundsittingZconst = 0.5 + + ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when groundsitting + UpperAvatarBoundingBoxGroundsittingZcoeff = 0.0 + + ; Avatar bounding box, lower X value, constant part, when sitting + LowerAvatarBoundingBoxSittingXconst = -0.5875 + + ; Avatar bounding box, upper X value, constant part, when sitting + UpperAvatarBoundingBoxSittingXconst = 0.1875 + + ; Avatar bounding box, lower Y value, constant part, when sitting + LowerAvatarBoundingBoxSittingYconst = -0.35 + + ; Avatar bounding box, upper Y value, constant part, when sitting + UpperAvatarBoundingBoxSittingYconst = 0.35 + + ; Avatar bounding box, lower Z value, constant part, when sitting + LowerAvatarBoundingBoxSittingZconst = -0.35 + + ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when sitting + LowerAvatarBoundingBoxSittingZcoeff = -0.375 + + ; Avatar bounding box, upper Z value, constant part, when sitting + UpperAvatarBoundingBoxSittingZconst = -0.25 + + ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when sitting + UpperAvatarBoundingBoxSittingZcoeff = 0.25 + + ; Safety coefficient for max bounding box from prim size box X coordinate + ; Worst case is twisted and sheared box, 1+sqrt(2) + PrimBoundingBoxSafetyCoefficientX = 2.414214 + + ; Safety coefficient for max bounding box from prim size box Y coordinate + ; Worst case is twisted and sheared box, 1+sqrt(2) + PrimBoundingBoxSafetyCoefficientY = 2.414214 + + ; Safety coefficient for max bounding box from prim size box Z coordinate + ; Worst case is twisted tube, 0.5+sqrt(1.25) + PrimBoundingBoxSafetyCoefficientZ = 1.618034 + + ; Use llCastRay V3 if true. + ; Implements llCastRay similar but not identical to Second Life. + ; See http://wiki.secondlife.com/wiki/LlCastRay . + ; NEW + ; Meshes prims for good accuracy in ray hit detection, + ; handling basic and tortured prims, sculpts and meshes. + ; Uses ellipsoid, correctly sized avatar capsules. + ; Handles complex terrain, multi-prim objects and seated avatars. + ; Implements throttling and the status codes + ; RCERR_UNKNOWN and RCERR_CAST_TIME_EXCEEDED, + ; so LSL scripts need to handle these responses and RCERR_SIM_PERF_LOW. + ; WARNING + ; Can be faster on some servers and scenes, but slower on others, + ; compared to previous version of llCastRay in OpenSimulator. + ; Is in most cases considerably slower than llCastRay in Second Life. + ; Generates geometry meshes and can therefore use much system resources. + UseLlCastRayV3 = false + + ; Accepted calculation precision error in calculations in llCastRay V3 + FloatToleranceInLlCastRay = 0.00001 + + ; Accepted distance difference between duplicate hits in llCastRay V3 + FloatTolerance2InLlCastRay = 0.001 + + ; Detail level when rendering prims in llCastRay V3 + ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call + PrimDetailLevelInLlCastRay = 1 + + ; Detail level when rendering sculpts in llCastRay V3 + ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call + SculptDetailLevelInLlCastRay = 1 + + ; Detail level when rendering meshes in llCastRay V3 + ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call + MeshDetailLevelInLlCastRay = 3 + + ; Detail level when rendering avatar capsules in llCastRay V3 + ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call + AvatarDetailLevelInLlCastRay = 1 + + ; Maximum number of returned hits from llCastRay V3 + MaxHitsInLlCastRay = 16 + + ; Maximum number of returned hits per prim from llCastRay V3 + MaxHitsPerPrimInLlCastRay = 16 + + ; Maximum number of returned hits per object from llCastRay V3 + MaxHitsPerObjectInLlCastRay = 16 + + ; Report ray intersections with surfaces on exits from a prim as hits in llCastRay V3 if true + DetectExitHitsInLlCastRay = false + + ; Detect attachments in llCastRay V3 if true + DoAttachmentsInLlCastRay = false + + ; Throttle period length in ms before which all old llCastRay use is discarded in llCastRay V3 + ; The sum of AvailableTimeInMsPerRegionInLlCastRay and all AvailableTimeInMsPerAvatarInLlCastRay should not exceed this + ThrottleTimeInMsInLlCastRay = 200 + + ; Available time in ms for llCastRay per throttle period and 65536 m2 land area in llCastRay V3 + AvailableTimeInMsPerRegionInLlCastRay = 40 + + ; Available time in ms for llCastRay per throttle period and avatar when script in attachment or vehicle in llCastRay V3 + AvailableTimeInMsPerAvatarInLlCastRay = 10 + + ; Required available time in ms left to perform a new llCastRay in llCastRay V3 + RequiredAvailableTimeInMsInLlCastRay = 2 + + ; Maximum available time in ms possible in llCastRay V3, not to get too high values with varregions + MaximumAvailableTimeInMsInLlCastRay = 40 + + ; Use cached meshes in llCastRay V3 if true + ; Improves performance but uses more memory + UseMeshCacheInLlCastRay = true + + +[DataSnapshot] + ; The following set of configs pertains to search. + ; Set index_sims to true to enable search engines to index your searchable data + ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs + ; default is false + index_sims = false + + ; The variable data_exposure controls what the regions expose: + ; minimum: exposes only things explicitly marked for search + ; all: exposes everything + data_exposure = minimum + + ; If search is on, change this to your grid name; will be ignored for standalones + gridname = "OSGrid" + + ; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast. + ; Later, you may want to increase this to 3600 (1 hour) or more + default_snapshot_period = 1200 + + ; This will be created in bin, if it doesn't exist already. It will hold the data snapshots. + snapshot_cache_directory = "DataSnapshot" + + ; Uncomment if you want to index your data with this and/or other search providers. One entry per + ; data service + ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py" + + +[Economy] + ; the economy module in use + ; default is the provided BetaGridLikeMoneyModule + ; The default economy module only implements just enough to allow free actions (transfer of objects, etc). + ; There is no intention to implement anything further in core OpenSimulator. + ; This functionality has to be provided by third party modules. + ; economymodule = BetaGridLikeMoneyModule + + ; Economy values get used in the BetaGridLikeMoneyModule. + + ;; Enables selling things for $0. Default is true. + ; SellEnabled = true + + ;; Money Unit fee to upload textures, animations etc. Default is 0. + ;PriceUpload = 0 + + ;; Money Unit fee to create groups. Default is 0. + ;PriceGroupCreate = 0 + + ; We don't really know what the rest of these values do. These get sent to the client + ; These taken from Agni at a Public Telehub. Change at your own risk. + ;ObjectCount = 0 + ;PriceEnergyUnit = 0 + ;PriceObjectClaim = 0 + ;PricePublicObjectDecay = 0 + ;PricePublicObjectDelete = 0 + ;PriceParcelClaim = 0 + ;PriceParcelClaimFactor = 1 + + ;PriceRentLight = 0 + ;TeleportMinPrice = 0 + ;TeleportPriceExponent = 2 + ;EnergyEfficiency = 1 + ;PriceObjectRent = 0 + ;PriceObjectScaleFactor = 10 + ;PriceParcelRent = 0 + + ; Mesh upload settings, independent of economymodule + + ; Create inventory entries for textures uploaded with a model + ; default is false, ie, do not create + ; MeshModelAllowTextureToInventory = true + + + +[XEngine] + ; Enable this engine in this OpenSim instance + Enabled = true + + ; How many threads to keep alive even if nothing is happening + MinThreads = 2 + + ; How many threads to start at maximum load + MaxThreads = 100 + + ; Time a thread must be idle (in seconds) before it dies + IdleTimeout = 60 + + ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest") + Priority = "BelowNormal" + + ; Maximum number of events to queue for a script (excluding timers) + MaxScriptEventQueue = 300 + + ; Stack size per thread created + ThreadStackSize = 262144 + + ; Set this to true 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 but deleted scripts stay inactive using memory + ; this may only be a problem if regions stay alive for a long time with lots of scripts added or edited. + ; at this time some mono versions seem to have problems with the true option + ; so default is now false until a fix is found + ; AppDomainLoading = false + + ; Controls whether previously compiled scripts DLLs are deleted on sim restart. + ; If you set this to false then startup will be considerably faster since scripts won't need to be recompiled. + ; It should be true on first run after updating opensim binary version + ; after first run you can change to false. + ; You can also set it to false and delete the script DLLs by hand + ; This does not delete cached scripts state. + ; DeleteScriptsOnStartup = true + + ; CompactMemOnLoad + ; forces calls to memory garbage collector before loading each script DLL during region startup. + ; Peak memory usage is reduced and region starts with a more compacted memory allocation. + ; But this costs a lot of time, so region load will take a lot longer. + ; it is more usefull if there are no previously compiled scripts DLLs (or DeleteScriptsOnStartup = true) + ; CompactMemOnLoad = false + + ; Controls whether scripts are stopped by aborting their threads externally (abort) + ; or by co-operative checks inserted by OpenSimulator into compiled script (co-op). + ; co-op will be more stable as aborting threads can cause instability. + ; abort was the default option in OpenSimulator 0.8 and before. + ; If this setting is changed between co-op and abort, then existing scripts will automatically be recompiled if necessary. + ; However, the setting change will not take affect until the next time you restart the simulator. + ; Setting changes will not affect state information stored for scripts. + ScriptStopStrategy = co-op + + ; Rate to poll for asynchronous command replies (ms) + ; currently unused + ;AsyncLLCommandLoopms = 50 + + ; Save the source of all compiled scripts + WriteScriptSourceToDebugFile = false + + ; Compile debug info (line numbers) into the script assemblies + CompileWithDebugInformation = true + + ; Allow the user of mod* functions. This allows a script to pass messages + ; to a region module via the modSendCommand() function + ; Default is false + AllowMODFunctions = false + + ; Allow the use of os* functions (some are dangerous) + AllowOSFunctions = false + + ; Allow the user of LightShare functions + AllowLightShareFunctions = false + + ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe + OSFunctionThreatLevel = VeryLow + + ; OS Functions enable/disable + ; For each function, you can add one line, as shown + ; The default for all functions allows them if below threat level + + ; true allows the use of the function unconditionally + ; Allow_osSetRegionWaterHeight = true + + ; false disables the function completely + ; Allow_osSetRegionWaterHeight = false + + ; Comma separated list of UUIDS allows the function for that list of UUIDS + ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb + + ; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are + ; - PARCEL_GROUP_MEMBER: allow if objectgroup is the same group as the parcel + ; - PARCEL_OWNER: allow if the objectowner is parcelowner + ; - ESTATE_MANAGER: allow if the object owner is a estate manager + ; - ESTATE_OWNER: allow if objectowner is estateowner + ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ... + + ; You can also use script creators as the uuid + ; Creators_osSetRegionWaterHeight = , ... + + ; If both Allow_ and Creators_ are given, effective permissions + ; are the union of the two. + + ; Interval (s) between background save of script states + SaveInterval = 120 + + ; Interval (s) between maintenance runs (0 = disable) + MaintenanceInterval = 10 + + ; Time a script can spend in an event handler before it is interrupted + EventLimit = 30 + + ; If a script overruns it's event limit, kill the script? + KillTimedOutScripts = false + + ; Amount of time in milliseconds we will wait for an event to completely normally when a script stop is requested + ; before aborting the thread (such as when an object containing scripts is taken into inventory). + WaitForEventCompletionOnScriptStop = 1000 + + ; 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 + + ; Minimum settable timer interval. Any timer setting less than this is + ; rounded up to this minimum interval. + ; MinTimerInterval = 0.5 + + ; Sensor settings + SensorMaxRange = 96.0 + SensorMaxResults = 16 + + ; Allow for llCreateLink and llBreakLink to work without asking for permission + ; only enable this in a trusted environment otherwise you may be subject to hijacking + ; AutomaticLinkPermission = false + + ; Disable underground movement of prims (default true); set to + ; false to allow script controlled underground positioning of + ; prims + ; DisableUndergroundMovement = true + + ;; Path to script assemblies + ; ScriptEnginesPath = "ScriptEngines" + + +[Concierge] + ; Enable concierge module + ; Default is false + enabled = false + + ; name of the concierge + whoami = "jeeves" + + ; password for updating the welcome message templates via XmlRpc + password = SECRET + + ; regex specifying for which regions concierge service is desired; if + ; empty, then for all + ;regions = "^MeetingSpace-" + regions = "" + + ; for each region that matches the regions regexp you can provide + ; (optionally) a welcome template using format substitution: + ; {0} is replaced with the name of the avatar entering the region + ; {1} is replaced with the name of the region + ; {2} is replaced with the name of the concierge (whoami variable above) + + ;welcomes = /path/to/welcome/template/directory + + ; Concierge can send attendee lists to an event broker whenever an + ; avatar enters or leaves a concierged region. the URL is subject + ; to format substitution: + ; {0} is replaced with the region's name + ; {1} is replaced with the region's UUID + ;broker = "http://broker.place.com/{1}" + + +[Hypergrid] + ; Keep it false for now. Making it true requires the use of a special client in order to access inventory + safemode = false + + +[VivoxVoice] + ; The VivoxVoice module will allow you to provide voice on your + ; region(s). It uses the same voice technology as the LL grid and + ; works with recent LL clients (we have tested 1.22.9.110075, so + ; anything later ought to be fine as well). + ; + ; For this to work you need to obtain an admin account from Vivox + ; that allows you to create voice accounts and region channels. + + enabled = false + + ; vivox voice server + vivox_server = www.foobar.vivox.com + + ; vivox SIP URI + vivox_sip_uri = foobar.vivox.com + + ; vivox admin user name + vivox_admin_user = DeepThroat + + ; vivox admin password + vivox_admin_password = VoiceG4te + + ; channel type: "channel" or "positional" + ; - positional: spatial sound (default) + ; - channel: normal "conference call", no spatial sound + ;vivox_channel_type = positional + + ; channel characteristics (unless you know what you are doing, i'd + ; leave them as they are --- now you WILL muck around with them, + ; huh? sigh) + + ; channel distance model: + ; 0 - no attenuation + ; 1 - inverse distance attenuation + ; 2 - linear attenuation (default) + ; 3 - exponential attenuation + ;vivox_channel_distance_model = 2 + + ; channel mode: + ; - "open" (default) + ; - "lecture" + ; - "presentation" + ; - "auditorium" + ;vivox_channel_mode = "open" + + ; channel roll off: rate of attenuation + ; - a value between 1.0 and 4.0, default is 2.0 + ;vivox_channel_roll_off = 2.0 + + ; channel max range: distance at which channel is silent + ; - a value between 0 and 160, default is 80 + ;vivox_channel_max_range = 80 + + ; channel clamping distance: distance before attenuation applies + ; - a value between 0 and 160, default is 10 + ;vivox_channel_clamping_distance = 10 + + +[Groups] + Enabled = false + + ; This is the current groups stub in Region.CoreModules.Avatar.Groups. All the other settings below only really + ; apply to the Flotsam/SimianGrid GroupsModule + Module = Default + + ; This module can use a PHP XmlRpc server from the Flotsam project at http://code.google.com/p/flotsam/ + ; or from the SimianGrid project at http://code.google.com/p/openmetaverse + ;Module = GroupsModule + + ; Enable Group Notices + ;NoticesEnabled = true + + ; This makes the Group module very chatty on the console. + DebugEnabled = false + + ; This makes the Groups Messaging module very chatty on the console. + DebugMessagingEnabled = false + + ; Groups data is cached for this number of seconds before another request is made to the groups service + ; Set to 0 to disable the cache. + ; Default is 30 seconds + GroupsCacheTimeout = 30 + + ; Specify which messaging module to use for groups messaging and if it's enabled + ;MessagingModule = GroupsMessagingModule + ;MessagingEnabled = true + + ; Experimental option to only message cached online users rather than all users + ; Should make large group with few online members messaging faster, at the expense of more calls to ROBUST presence service + ; (Flotsam groups only; in V2 this is always on) + MessageOnlineUsersOnly = false + + ; Service connectors to the Groups Service. Select one depending on whether you're using a Flotsam XmlRpc backend or a SimianGrid backend + + ; SimianGrid Service for Groups + ;ServicesConnectorModule = SimianGroupsServicesConnector + ;GroupsServerURI = http://mygridserver.com:82/Grid/ + + ; Flotsam XmlRpc Service for Groups + ;ServicesConnectorModule = XmlRpcGroupsServicesConnector + ;GroupsServerURI = http://yourxmlrpcserver.com/xmlrpc.php + + ; XmlRpc Security settings. These must match those set on your backend groups service if the service is using these keys + ;XmlRpcServiceReadKey = 1234 + ;XmlRpcServiceWriteKey = 1234 + + ; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests, + ; only set to false it if you absolute sure regions and groups server support it. + ; XmlRpcDisableKeepAlive = true + + ; Minimum user level required to create groups + ;LevelGroupCreate = 0 + + +[PacketPool] + ;RecyclePackets = true + ;RecycleDataBlocks = true + + ; If true, then the basic packet objects used to receive data are also recycled, not just the LLUDP packets. + ; This reduces data churn + RecycleBaseUDPPackets = true + + +[InterestManagement] + ; This section controls how state updates are prioritized for each client + + ; UpdatePrioritizationScheme valid values are BestAvatarResponsiveness and SimpleAngularDistance + ; SimpleAngularDistance does use more cpu + UpdatePrioritizationScheme = BestAvatarResponsiveness + ReprioritizationEnabled = true + ReprioritizationInterval = 2000.0 + RootReprioritizationDistance = 10.0 + ChildReprioritizationDistance = 20.0 + + ; ObjectsCullingByDistance, if true, don't send object updates if outside view range + ; currently viewers are also told to delete objects that leave view range + ; only avater position is considered, free camera may not see objects + ; does increase cpu load + ObjectsCullingByDistance = false + + ; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in the same region + ; Updates will always be sent to the avatar that the update addresses and if av velocity is effectively zero (to prevent drift due to missing updates). + ; n > 1 will reduce UDP traffic but will lead to laggier movement observed in other avatars. + RootTerseUpdatePeriod = 0 + + ; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in another region + ; n > 1 will reduce UDP traffic but may lead to laggier movement observed in other avatars, though values up to 4 may not generate a noticeable effect. + ChildTerseUpdatePeriod = 0 + + ; Send an update to clients if the difference from the last sent avatar position is greater than this tolerance + RootPositionUpdateTolerance = 0.05 + + ; Send an update to clients if the euclidian difference from the last sent avatar rotation is greater than this tolerance + RootRotationUpdateTolerance = 0.1 + + ; Send an update to clients if the difference from the last sent avatar velocity is greater than this tolerance + RootVelocityUpdateTolerance = 0.001 + +[Monitoring] + ; Enable region monitoring + ; If true, this will print out an error if more than a minute has passed since the last simulator frame + ; Also is another source of region statistics provided via the regionstats URL + Enabled = true + ; next option may still use framework performance monitors designed for debug only, so avoid it + ;ServerStatsEnabled = false + + +[WebStats] + ; View region statistics via a web page + ; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page + ; Use a web browser and type in the "Login URI" + "/SStats/" + ; For example- http://127.0.0.1:9000/SStats/ + ; enabled=false + +[Statistics] + ; NumberOfFrames is used in a moving average calculation, where NumberOfFrames is the number of frames + ; to include in the averaging calculations + NumberOfFrames=10 + +[MediaOnAPrim] + ; Enable media on a prim facilities + Enabled = true + + +[NPC] + ;; Enable Non Player Character (NPC) facilities + Enabled = false + ;; several options to control NPCs creation + + ;; allow NPCs to be created not Owned {true false} default: true + ; AllowNotOwned = true + + ;; allow NPCs to set to be sensed as Avatars {true false} default: true + ; AllowSenseAsAvatar = true + + ;; allow NPCs to created cloning any avatar in region {true false} default: true + ; AllowCloneOtherAvatars = true + + ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true + ; NoNPCGroup = true + +[Terrain] + ; Values can be "pinhead-island" or "flat" + InitialTerrain = "pinhead-island" + ; If 'true' each avatar is only sent terrain patches within their view distance + ; This also changes the region terrain loading from 'lawn mower' to ordered around + ; the avatar outward. + SendTerrainUpdatesByViewDistance = True + +[LandManagement] + ; When editing terrain or objects, parcel layer info is updated in the viewer. + ; This can be expensive for large regions. If this variable is 'true', only the + ; parcel layer data around the area of interest is sent. The parcel layer info + ; is sent for 'ParcelLayerViewDistance' around the interest point. + ; If 'ParcelLayerViewDistance' is >= 128, the operation for legacy sized regions + ; will be what it has always been (send the whole region's parcel layer info). + ; Other parcel updates (login, changing parcel ownership, ...) will still send + ; whole region. + LimitParcelLayerUpdateDistance = true + ParcelLayerViewDistance = 128 + + ; set this to false to not display parcel ban lines + ShowParcelBansLines = true + + ; Parcel Bans max height above ground. Default 100m + ; range 20m to 5000m + ; BanLineSafeHeight = 100 + + ; setting the parcel to admin content, It works as setting the land to Linden content in SL. + ; To use it, activate god mode in the viewer, select the parcel and go to: Admin -> Parcel -> Set to Linden Content ( CTRL+ALT+SHIFT+C) + ; DefaultAdministratorParcelName = "Admin Parcel" + ; DefaultAdministratorGroupUUID = "00000000-0000-0000-0000-000000000000" + ; DefaultAdministratorOwnerUUID = "00000000-0000-0000-0000-000000000000" + +;; +;; If you are using a simian grid frontend you can enable +;; this module to upload tile images for the mapping fn +;; +[SimianGridMaptiles] + Enabled = False + MaptileURL = "http://www.mygrid.com/Grid/" + RefreshTime = 3600 + + +;; +;; JsonStore module provides structured store for scripts +;; +[JsonStore] + Enabled = False + + ;; Enable direct access to the SOP dynamic attributes + EnableObjectStore = False + MaxStringSpace = 0 + + +;; +;; These are defaults that are overwritten below in [Architecture]. +;; These defaults allow OpenSim to work out of the box with +;; zero configuration +;; +[AssetService] + DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll" + AssetLoaderArgs = "assets/AssetSets.xml" + + ; Disable this to prevent the default asset set from being inserted into the + ; asset store each time the region starts + AssetLoaderEnabled = true + + +[GridService] + ;; default standalone, overridable in StandaloneCommon.ini + StorageProvider = "OpenSim.Data.Null.dll:NullRegionData" + + +[AutoBackupModule] + ;; default is module is disabled at the top level + AutoBackupModuleEnabled = false + + +[Sounds] + ;; {Module} {} {Implementation of ISoundModule to use.} {OpenSim.Region.CoreModules.dll:SoundModule} + Module = OpenSim.Region.CoreModules.dll:SoundModule + + ;; {MaxDistance} {} {Cut-off distance at which sounds will not be sent to users} {100.0} + MaxDistance = 100.0 + + +[ServiceThrottle] + ;; Default time interval (in ms) for the throttle service thread to wake up + Interval = 5000 + +[Dwell] + ;; This enables the built in basic dwell module + DwellModule = DefaultDwellModule + +[ServerReleaseNotes] + ;; Comment or set to "" to disable + ServerReleaseNotesURL = "http://opensimulator.org/wiki/0.9.1.0_Release" + +[Modules] + Include-modules = "addon-modules/*/config/*.ini" +