824 lines
		
	
	
		
			37 KiB
		
	
	
	
		
			Plaintext
		
	
	
		
			Executable File
		
	
			
		
		
	
	
			824 lines
		
	
	
		
			37 KiB
		
	
	
	
		
			Plaintext
		
	
	
		
			Executable File
		
	
| ;; This is the main configuration file for OpenSimulator.  If it's named OpenSim.ini
 | |
| ;; then it will be loaded by OpenSimulator.  If it's named OpenSim.ini.example then
 | |
| ;; you will need to copy it to OpenSim.ini first (if that file does not already exist)
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| ;;
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| ;; If you are copying, then once you have copied OpenSim.ini.example to OpenSim.ini you will
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| ;; need to pick an architecture in the [Architecture] section at the end of this file.
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| ;;
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| ;; The settings in this file are in the form "<key> = <value>".  For example, save_crashes = false
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| ;; in the [Startup] section below.
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| ;;
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| ;; All settings are initially commented out and the default value used, as found in
 | |
| ;; OpenSimDefaults.ini.  To change a setting, first uncomment it by deleting the initial semicolon (;)
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| ;; and then change the value.  This will override the value in OpenSimDefaults.ini
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| ;; 
 | |
| ;; If you want to find out what configuration OpenSimulator has finished with once all the configuration
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| ;; files are loaded then type "config show" on the region console command line.
 | |
| ;;
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| ;; 
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| ;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
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| ;;
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| ;; All leading white space is ignored, but preserved.
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| ;;
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| ;; Double semicolons denote a text comment
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| ;;
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| ;; ;# denotes a configuration directive description
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| ;;    formatted as:
 | |
| ;;    {option} {depends on} {question to ask} {choices} default value
 | |
| ;;    Any text comments following the declaration, up to the next blank line.
 | |
| ;;    will be copied to the generated file (NOTE: generation is not yet implemented)
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| ;;    A * in the choices list will allow an empty entry.
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| ;;    An empty question will set the default if the dependencies are
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| ;;    satisfied.
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| ;;
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| ;; ;  denotes a commented out option.
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| ;;    Any options added to OpenSim.ini.example should be initially commented out.
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| 
 | |
| 
 | |
| [Startup]
 | |
|     ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
 | |
|     ;; Console prompt
 | |
|     ;; Certain special characters can be used to customize the prompt
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|     ;; Currently, these are
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|     ;; \R - substitute region name
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|     ;; \\ - substitute \
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|     ; ConsolePrompt = "Region (\R) "
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| 
 | |
|     ;# {save_crashes} {} {Save crashes to disk?} {true false} false
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|     ;; Set this to true if you want to log crashes to disk
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|     ;; this can be useful when submitting bug reports.
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|     ;; However, this will only log crashes within OpenSimulator that cause the entire program to exit
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|     ;; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures.
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|     ;; You will need to capture these native stack traces by recording the session log itself.
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|     ; save_crashes = false
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| 
 | |
|     ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
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|     ;; Directory to save crashes to if above is enabled
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|     ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
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|     ; crash_dir = "crashes"
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| 
 | |
|     ;# {PIDFile} {} {Path to PID file?} {}
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|     ;; Place to create a PID file
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|     ; PIDFile = "/tmp/my.pid"
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| 
 | |
|     ;; Determine where OpenSimulator looks for the files which tell it
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|     ;; which regions to server
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|     ;; Default is "filesystem"
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|     ; region_info_source = "filesystem"
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|     ; region_info_source = "web"
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| 
 | |
|     ;; Determines where the region XML files are stored if you are loading
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|     ;; these from the filesystem.
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|     ;; Defaults to bin/Regions in your OpenSimulator installation directory
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|     ; regionload_regionsdir="C:\somewhere\xmlfiles\"
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| 
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|     ;; Determines the page from which regions xml is retrieved if you are
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|     ;; loading these from the web.
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|     ;; The XML here has the same format as it does on the filesystem
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|     ;; (including the <Root> tag), except that everything is also enclosed
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|     ;; in a <Regions> tag.
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|     ; regionload_webserver_url = "http://example.com/regions.xml";
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| 
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|     ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
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|     ;; Allow the simulator to start up if there are no region configuration available
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|     ;; from the selected region_info_source.
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|     ; allow_regionless = false
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| 
 | |
|     ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
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|     ;; Maximum size for non-physical prims.  Affects resizing of existing prims.  This can be overriden in the region config file (as NonphysicalPrimMax!).
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|     ; NonphysicalPrimMax = 256
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| 
 | |
|     ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10
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|     ;; Maximum size where a prim can be physical.  Affects resizing of existing prims.  This can be overriden in the region config file.
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|     ; PhysicalPrimMax = 10
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| 
 | |
|     ;; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
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|     ;; This can be overriden in the region config file.
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|     ; ClampPrimSize = false
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| 
 | |
|     ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
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|     ;; Allow scripts to keep running when they cross region boundaries, rather than being restarted.  State is reloaded on the destination region.
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|     ;; This only applies when crossing to a region running in a different simulator.  
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|     ;; For crossings where the regions are on the same simulator the script is always kept running.
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|     ; AllowScriptCrossing = true
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| 
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|     ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
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|     ;; Allow compiled script binary code to cross region boundaries.
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|     ;; If you set this to "true", any region that can teleport to you can
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|     ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
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|     ;; YOU HAVE BEEN WARNED!!!
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|     ; TrustBinaries = false
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| 
 | |
|     ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content!)} {true false} false
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|     ;; Combine all contiguous regions into one large megaregion
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|     ;; Order your regions from South to North, West to East in your regions.ini
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|     ;; and then set this to true
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|     ;; Warning!  Don't use this with regions that have existing content!,
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|     ;; This will likely break them
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|     ; CombineContiguousRegions = false
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| 
 | |
|     ;; If you have only one region in an instance, or to avoid the many bugs
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|     ;; that you can trigger in modules by restarting a region, set this to
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|     ;; true to make the entire instance exit instead of restarting the region.
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|     ;; This is meant to be used on systems where some external system like
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|     ;; Monit will restart any instance that exits, thereby making the shutdown
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|     ;; into a restart.
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|     ; InworldRestartShutsDown = false
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| 
 | |
|     ;; Persistence of changed objects happens during regular sweeps. The
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|     ;; following control that behaviour to prevent frequently changing objects
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|     ;; from heavily loading the region data store.
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|     ;; If both of these values are set to zero then persistence of all changed
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|     ;; objects will happen on every sweep.
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| 
 | |
|     ;; Objects will be considered for persistance in the next sweep when they
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|     ;; have not changed for this number of seconds.
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|     ; MinimumTimeBeforePersistenceConsidered = 60
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| 
 | |
|     ;; Objects will always be considered for persistance in the next sweep
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|     ;; if the first change occurred this number of seconds ago.
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|     ; MaximumTimeBeforePersistenceConsidered = 600
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| 
 | |
|     ;; Should avatars in neighbor sims see objects in this sim?
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|     ; see_into_this_sim_from_neighbor = true
 | |
| 
 | |
|     ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
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|     ;; if you would like to allow prims to be physical and move by physics
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|     ;; with the physical checkbox in the client set this to true.
 | |
|     ; physical_prim = true
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| 
 | |
|     ;; Select a mesher here.
 | |
|     ;;
 | |
|     ;; Meshmerizer properly handles complex prims by using triangle meshes.
 | |
|     ;; Note that only the ODE physics engine currently deals with meshed
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|     ;; prims in a satisfactory way.
 | |
| 
 | |
|     ;; ZeroMesher is faster but leaves the physics engine to model the mesh
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|     ;; using the basic shapes that it supports.
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|     ;; Usually this is only a box.
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|     ;; Default is Meshmerizer
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|     ; meshing = Meshmerizer
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|     ; meshing = ZeroMesher
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| 
 | |
|     ;; Choose one of the physics engines below
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|     ;; OpenDynamicsEngine is by some distance the most developed physics engine
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|     ;; BulletSim is incomplete and experimental but in active development
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|     ;; basicphysics effectively does not model physics at all, making all objects phantom
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|     ;; Default is OpenDynamicsEngine
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|     ; physics = OpenDynamicsEngine
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|     ; physics = BulletSim
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|     ; physics = basicphysics
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|     ; physics = POS
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| 
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|     ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
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|     ;; Permission modules to use, separated by comma.
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|     ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
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|     ; permissionmodules = DefaultPermissionsModule
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| 
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|     ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
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|     ;; These are the parameters for the default permissions module
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|     ;;
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|     ;; If set to false, then, in theory, the server never carries out
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|     ;; permission checks (allowing anybody to copy
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|     ;; any item, etc.  This may not yet be implemented uniformally.
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|     ;; If set to true, then all permissions checks are carried out
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|     ; serverside_object_permissions = true
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| 
 | |
|     ;; This allows users with a UserLevel of 200 or more to assume god
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|     ;; powers in the regions in this simulator.
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|     ; allow_grid_gods = false
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| 
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|     ;; This allows some control over permissions
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|     ;; please note that this still doesn't duplicate SL, and is not intended to
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|     ; region_owner_is_god = true
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|     ; region_manager_is_god = false
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|     ; parcel_owner_is_god = true
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| 
 | |
|     ;; More control over permissions
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|     ;; This is definitely not SL!
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|     ; Provides a simple control for land owners to give build rights to specific avatars
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|     ; in publicly accessible parcels that disallow object creation in general. 
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|     ; Owners specific avatars by adding them to the Access List of the parcel
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|     ; without having to use the Groups feature
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|     ; simple_build_permissions = false
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| 
 | |
| 
 | |
|     ;; Default script engine to use. Currently, we only have XEngine
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|     ; DefaultScriptEngine = "XEngine"
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| 
 | |
|     ;; Map tile options. You can choose to generate no map tiles at all,
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|     ;; generate normal maptiles, or nominate an uploaded texture to
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|     ;; be the map tile
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|     ; GenerateMaptiles = true
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| 
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|     ;; If desired, a running region can update the map tiles periodically
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|     ;; to reflect building activity. This names no sense of you don't have
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|     ;; prims on maptiles. Value is in seconds.
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|     ; MaptileRefresh = 0
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| 
 | |
|     ;; If not generating maptiles, use this static texture asset ID
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|     ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
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| 
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|     ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
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|     ;; Use terrain texture for maptiles if true, use shaded green if false
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|     ; TextureOnMapTile = true
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| 
 | |
|     ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
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|     ;; Draw objects on maptile.  This step might take a long time if you've
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|     ;; got a large number of objects, so you can turn it off here if you'd like.
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|     ; DrawPrimOnMapTile = true
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| 
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|     ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if required
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|     ; HttpProxy = "http://proxy.com:8080"
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| 
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|     ;; 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 
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|     ;; For example, servers inside your firewall.
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|     ;; Separate patterns with a ';'
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|     ; HttpProxyExceptions = ".mydomain.com;localhost"
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| 
 | |
|     ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
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|     ;; The email module requires some configuration. It needs an SMTP
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|     ;; server to send mail through.
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|     ; emailmodule = DefaultEmailModule
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| 
 | |
| [Estates]
 | |
|     ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
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|   	; If these values are uncommented then they will be used to create a default estate as necessary.
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|     ; New regions will be automatically assigned to that default estate.
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| 	
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|     ; DefaultEstateName = My Estate
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|     ; DefaultEstateOwnerName = FirstName LastName
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| 	
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|     ; The following parameters will only be used on a standalone system to create an estate owner that does not already exist
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| 
 | |
|     ; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random UUID will be assigned.
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|     ; This is normally what you want
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|     ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
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| 
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|     ; DefaultEstateOwnerEMail = owner@domain.com
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|     ; DefaultEstateOwnerPassword = password
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| 
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| 
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| [SMTP]
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|     ;; The SMTP server enabled the email module to send email to external
 | |
|     ;; destinations.
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| 
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|     ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
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|     ;; Enable sending email via SMTP
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|     ; enabled = false
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| 
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|     ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
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|     ; internal_object_host = lsl.opensim.local
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| 
 | |
|     ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
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|     ; host_domain_header_from = "127.0.0.1"
 | |
| 
 | |
|     ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
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|     ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
 | |
| 
 | |
|     ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
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|     ; SMTP_SERVER_PORT = 25
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| 
 | |
|     ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
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|     ; SMTP_SERVER_LOGIN = ""
 | |
| 
 | |
|     ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
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|     ; SMTP_SERVER_PASSWORD = ""
 | |
| 
 | |
| 
 | |
| [Network]
 | |
|     ;; Configure the remote console user here. This will not actually be used
 | |
|     ;; unless you use -console=rest at startup.
 | |
|     ; ConsoleUser = "Test"
 | |
|     ; ConsolePass = "secret"
 | |
|     ; console_port = 0
 | |
| 
 | |
|     ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
 | |
|     ;; Simulator HTTP port. This is not the region port, but the port the
 | |
|     ;; entire simulator listens on. This port uses the TCP protocol, while
 | |
|     ;; the region ports use UDP.
 | |
|     ; http_listener_port = 9000
 | |
| 
 | |
|     ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
 | |
|     ;; Hostname to use in llRequestURL/llRequestSecureURL
 | |
|     ;; if not defined - default machine name is being used
 | |
|     ;; (on Windows this mean NETBIOS name - useably only inside local network)
 | |
|     ; ExternalHostNameForLSL = "127.0.0.1"
 | |
| 
 | |
|     ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
 | |
|     ;; What is reported as the "X-Secondlife-Shard"
 | |
|     ;; Defaults to the user server url if not set
 | |
|     ;; The old default is "OpenSim", set here for compatibility
 | |
|     ;; The below is not commented for compatibility.
 | |
|     shard = "OpenSim"
 | |
| 
 | |
|     ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
 | |
|     ;; What is reported as the "User-Agent" when using llHTTPRequest
 | |
|     ;; Defaults to not sent if not set here. See the notes section in the wiki
 | |
|     ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
 | |
|     ;; " (Mozilla Compatible)" to the text where there are problems with a web server
 | |
|     ; user_agent = "OpenSim LSL (Mozilla Compatible)"
 | |
| 
 | |
| 
 | |
| [ClientStack.LindenUDP]
 | |
|     ;; See OpensSimDefaults.ini for the throttle options. You can copy the
 | |
|     ;; relevant sections and override them here.
 | |
|     ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
 | |
|     ;; with the next update!
 | |
| 
 | |
|     ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
 | |
|     ;; Quash and remove any light properties from attachments not on the
 | |
|     ;; hands. This allows flashlights and lanterns to function, but kills
 | |
|     ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
 | |
|     ;; will also be affected.
 | |
|     ;; This is especially important in artistic builds that depend on lights
 | |
|     ;; on the build for their appearance, since facelights will cause the
 | |
|     ;; building's lights to possibly not be rendered.
 | |
|     ; DisableFacelights = "false"
 | |
| 
 | |
| 
 | |
| [ClientStack.LindenCaps]
 | |
|     ;; For the long list of capabilities, see OpenSimDefaults.ini
 | |
|     ;; Here are the few ones you may want to change. Possible values
 | |
|     ;; are:
 | |
|     ;;   "" -- empty, capability disabled
 | |
|     ;;   "localhost" -- capability enabled and served by the simulator
 | |
|     ;;   "<url>" -- capability enabled and served by some other server
 | |
|     ;;
 | |
|     ; These are enabled by default to localhost. Change if you see fit.
 | |
|       Cap_GetTexture = "localhost"
 | |
|     Cap_GetMesh = "localhost"
 | |
|     ; This is disabled by default. Change if you see fit. Note that
 | |
|     ; serving this cap from the simulators may lead to poor performace.
 | |
|     Cap_WebFetchInventoryDescendents = ""
 | |
| 
 | |
| 
 | |
| [SimulatorFeatures]
 | |
|     ; Experimental new information sent in SimulatorFeatures cap for Kokua viewers 
 | |
|     ; meant to override the MapImage and search server url given at login, and varying 
 | |
|     ; on a sim-basis.
 | |
|     ; Viewers that don't understand it, will ignore it
 | |
|     ;MapImageServerURI = "http://127.0.0.1:9000/"
 | |
|     ;SearchServerURI = "http://127.0.0.1:9000/"
 | |
| 
 | |
| 
 | |
| [Chat]
 | |
|     ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
 | |
|     ;; Distance in meters that whispers should travel.
 | |
|     ; whisper_distance = 10
 | |
| 
 | |
|     ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
 | |
|     ;; Distance in meters that ordinary chat should travel.
 | |
|     ; say_distance = 20
 | |
| 
 | |
|     ;# {shout_distance} {Distance at which a shout is heard, in meters?} {} 100
 | |
|     ;; Distance in meters that shouts should travel.
 | |
|     ; shout_distance = 100
 | |
| 
 | |
| 
 | |
| [Messaging]
 | |
|     ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule *}
 | |
|     ;; Module to handle offline messaging. The core module requires an external
 | |
|     ;; web service to do this. See OpenSim wiki.
 | |
|     ; OfflineMessageModule = OfflineMessageModule
 | |
| 
 | |
|     ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule} {URL of offline messaging service} {}
 | |
|     ;; URL of web service for offline message storage
 | |
|     ; OfflineMessageURL = http://yourserver/Offline.php
 | |
| 
 | |
|     ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
 | |
|     ;; Mute list handler (not yet implemented). MUST BE SET to allow offline
 | |
|     ;; messages to work
 | |
|     ; MuteListModule = MuteListModule
 | |
| 
 | |
|     ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
 | |
|     ;; URL of the web service that serves mute lists. Not currently used, but
 | |
|     ;; must be set to allow offline messaging to work.
 | |
|     ; MuteListURL = http://yourserver/Mute.php
 | |
| 
 | |
|     ;; Control whether group messages are forwarded to offline users.
 | |
|     ;; Default is true.
 | |
|     ;; This applies to the core groups module (Flotsam) only.
 | |
|     ; ForwardOfflineGroupMessages = true
 | |
| 
 | |
| 
 | |
| [ODEPhysicsSettings]
 | |
|     ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
 | |
|     ;; Do we want to mesh sculpted prim to collide like they look?
 | |
|     ;; If you are seeing sculpt texture decode problems 
 | |
|     ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
 | |
|     ;; then you might want to try setting this to false.
 | |
|     ; mesh_sculpted_prim = true
 | |
| 
 | |
|     ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false
 | |
|     ;; If you would like physics joints to be enabled through a special naming
 | |
|     ;; convention in the client, set this to true.
 | |
|     ;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
 | |
|     ; use_NINJA_physics_joints = false
 | |
| 
 | |
| 
 | |
| [RemoteAdmin]
 | |
|     ;; This is the remote admin module, which uses XMLRPC requests to
 | |
|     ;; manage regions from a web interface.
 | |
| 
 | |
|     ;# {enabled} {} {Enable the remote admin interface?} {true false} false
 | |
|     ; enabled = false
 | |
| 
 | |
|     ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
 | |
|     ;; Set this to a nonzero value to have remote admin use a different port
 | |
|     ; port = 0
 | |
| 
 | |
|     ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
 | |
|     ;; This password is required to make any XMLRPC call (should be set as
 | |
|     ;; the "password" parameter)
 | |
|     ; access_password = ""
 | |
| 
 | |
|     ;# 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 =
 | |
| 
 | |
|     ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
 | |
|     ;; set this variable to true if you want the create_region XmlRpc
 | |
|     ;; call to unconditionally enable voice on all parcels for a newly
 | |
|     ;; created region
 | |
|     ; create_region_enable_voice = false
 | |
| 
 | |
|     ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
 | |
|     ;; set this variable to false if you want the create_region XmlRpc
 | |
|     ;; call to create all regions as private per default (can be
 | |
|     ;; overridden in the XmlRpc call)
 | |
|     ; create_region_public = false
 | |
| 
 | |
|     ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
 | |
|     ;; enable only those methods you deem to be appropriate using a | delimited
 | |
|     ;; whitelist.
 | |
|     ;; For example:
 | |
|     ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
 | |
|     ;; if this parameter is not specified but enabled = true, all methods
 | |
|     ;; will be available
 | |
|     ; enabled_methods = all
 | |
| 
 | |
|     ;; specify the default appearance for an avatar created through the remote
 | |
|     ;; admin interface
 | |
|     ;; This will only take effect is the file specified by the
 | |
|     ;; default_appearance setting below exists
 | |
|     ; default_male = Default Male
 | |
|     ; default_female = Default Female
 | |
| 
 | |
|     ;; Update appearance copies inventory items and wearables of default
 | |
|     ;; avatars. if this value is false, just worn assets are copied to the
 | |
|     ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
 | |
|     ;; The receiver will wear the same items the default avatar did wear.
 | |
|     ; copy_folders = false
 | |
| 
 | |
|     ;; Path to default appearance XML file that specifies the look of the
 | |
|     ;; default avatars
 | |
|     ; default_appearance = default_appearance.xml
 | |
| 
 | |
| 
 | |
| [Wind]
 | |
|     ;# {enabled} {} {Enable wind module?} {true false} true
 | |
|     ;; Enables the wind module.
 | |
|     ; enabled = true
 | |
| 
 | |
|     ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
 | |
|     ;; How often should wind be updated, as a function of world frames.
 | |
|     ;; Approximately 50 frames a second
 | |
|     ; wind_update_rate = 150
 | |
| 
 | |
|     ;; The Default Wind Plugin to load
 | |
|     ; wind_plugin = SimpleRandomWind
 | |
| 
 | |
|     ;; These settings are specific to the ConfigurableWind plugin
 | |
|     ;; To use ConfigurableWind as the default, simply change wind_plugin
 | |
|     ;; to ConfigurableWind and uncomment the following.
 | |
|     ; avg_strength = 5.0
 | |
|     ; avg_direction = 0.0
 | |
|     ; var_strength = 5.0
 | |
|     ; var_direction = 30.0
 | |
|     ; rate_change = 1.0
 | |
| 
 | |
|     ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
 | |
|     ;; This setting is specific to the SimpleRandomWind plugin
 | |
|     ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
 | |
|     ; strength = 1.0
 | |
| 
 | |
| 
 | |
| [LightShare]
 | |
|     ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
 | |
|     ;; This enables the transmission of Windlight scenes to supporting clients,
 | |
|     ;; such as the Meta7 viewer.
 | |
|     ;; It has no ill effect on viewers which do not support server-side
 | |
|     ;; windlight settings.
 | |
|     ; enable_windlight = false
 | |
| 
 | |
| 
 | |
| [DataSnapshot]
 | |
|     ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
 | |
|     ;; The following set of configs pertains to search.
 | |
|     ;; Set index_sims to true to enable search engines to index your
 | |
|     ;; searchable data.
 | |
|     ;; If false, no data will be exposed, DataSnapshot module will be off,
 | |
|     ;; and you can ignore the rest of these search-related configs.
 | |
|     ; index_sims = false
 | |
| 
 | |
|     ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
 | |
|     ;; The variable data_exposure controls what the regions expose:
 | |
|     ;;    minimum: exposes only things explicitly marked for search
 | |
|     ;;    all: exposes everything
 | |
|     ; data_exposure = minimum
 | |
| 
 | |
|     ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
 | |
|     ;; If search is on, change this to your grid name; will be ignored for
 | |
|     ;; standalones
 | |
|     ; gridname = "OSGrid"
 | |
| 
 | |
|     ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
 | |
|     ;; Period between data snapshots, in seconds. 20 minutes, for starters,
 | |
|     ;; so that you see the initial changes fast.
 | |
|     ;; Later, you may want to increase this to 3600 (1 hour) or more
 | |
|     ; default_snapshot_period = 1200
 | |
| 
 | |
|     ;; This will be created in bin, if it doesn't exist already. It will hold
 | |
|     ;; the data snapshots.
 | |
|     ; snapshot_cache_directory = "DataSnapshot"
 | |
| 
 | |
|     ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
 | |
|     ; This semicolon-separated string serves to notify specific data services
 | |
|     ; about the existence of this sim. Uncomment if you want to index your
 | |
|     ; data with this and/or other search providers.
 | |
|     ; data_services="http://metaverseink.com/cgi-bin/register.py"
 | |
| 
 | |
| 
 | |
| [Economy]
 | |
|     ; The 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.
 | |
| 
 | |
|     ;; 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
 | |
| 
 | |
| 
 | |
| [XEngine]
 | |
|     ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
 | |
|     ;; Enable this engine in this OpenSim instance
 | |
|     ; Enabled = true
 | |
| 
 | |
|     ;; How many threads to keep alive even if nothing is happening
 | |
|     ; MinThreads = 2
 | |
| 
 | |
|     ;; How many threads to start at maximum load
 | |
|     ; MaxThreads = 100
 | |
| 
 | |
|     ;; Time a thread must be idle (in seconds) before it dies
 | |
|     ; IdleTimeout = 60
 | |
| 
 | |
|     ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
 | |
|     ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
 | |
|     ;; "Highest")
 | |
|     ; Priority = "BelowNormal"
 | |
| 
 | |
|     ;; Maximum number of events to queue for a script (excluding timers)
 | |
|     ; MaxScriptEventQueue = 300
 | |
| 
 | |
|     ;; Stack size per thread created
 | |
|     ; ThreadStackSize = 262144
 | |
| 
 | |
|     ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} (true false) true
 | |
|     ;; 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. However, then it becomes your responsibility to delete the
 | |
|     ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
 | |
|     ;; by scripts have changed.
 | |
|     ; DeleteScriptsOnStartup = true
 | |
| 
 | |
|     ;; Set this to true (the default) to load each script into a separate
 | |
|     ;; AppDomain. 
 | |
|     ;;
 | |
|     ;; Setting this to false will load all script assemblies into the
 | |
|     ;; current AppDomain, which will significantly improve script loading times.
 | |
|     ;; It will also reduce initial per-script memory overhead.
 | |
|     ;;
 | |
|     ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
 | |
|     ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
 | |
|     ;; Some Windows users have also reported script loading problems when AppDomainLoading = false
 | |
|     ; AppDomainLoading = true
 | |
| 
 | |
|     ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
 | |
|     ;; Default language for scripts
 | |
|     ; DefaultCompileLanguage = "lsl"
 | |
| 
 | |
|     ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
 | |
|     ;; List of allowed languages (lsl,vb,cs)
 | |
|     ;; AllowedCompilers=lsl,cs,js,vb.
 | |
|     ;; *warning*, non lsl languages have access to static methods such as
 | |
|     ;; System.IO.File.  Enable at your own risk.
 | |
|     ; AllowedCompilers = "lsl"
 | |
| 
 | |
|     ;; Compile debug info (line numbers) into the script assemblies
 | |
|     ; CompileWithDebugInformation = true
 | |
| 
 | |
|     ;; Allow the user of mod* functions.  This allows a script to pass messages
 | |
|     ;; to a region module via the modSendCommand() function
 | |
|     ;; Default is false
 | |
|     ; AllowMODFunctions = false
 | |
| 
 | |
|     ;# {AllowOSFunctions} {Enabled:true} {Allow OSFunctions? (DANGEROUS!)} {true false} false
 | |
|     ;; Allow the use of os* functions (some are dangerous)
 | |
|     ; AllowOSFunctions = false
 | |
| 
 | |
|     ;# {AllowLightShareFunctions} {Enabled:true [LightShare]enable_windlight:true} {Allow LightShare functions?} {true false} true
 | |
|     ; Allow the user of LightShare functions
 | |
|     ; AllowLightShareFunctions = false
 | |
| 
 | |
|     ;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow
 | |
|     ;; Threat level to allow, one of None, VeryLow, Low, Moderate, High,
 | |
|     ;; VeryHigh, Severe
 | |
|     OSFunctionThreatLevel = VeryLow
 | |
| 
 | |
|     ; 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 = <uuid>, ...
 | |
| 
 | |
|     ; If both Allow_ and Creators_ are given, effective permissions
 | |
|     ; are the union of the two.
 | |
| 
 | |
|     ;; Time a script can spend in an event handler before it is interrupted
 | |
|     ; EventLimit = 30
 | |
| 
 | |
|     ;; If a script overruns it's event limit, kill the script?
 | |
|     ; KillTimedOutScripts = false
 | |
| 
 | |
|     ;; Sets the multiplier for the scripting delays
 | |
|     ; ScriptDelayFactor = 1.0
 | |
| 
 | |
|     ;; The factor the 10 m distances llimits are multiplied by
 | |
|     ; ScriptDistanceLimitFactor = 1.0
 | |
| 
 | |
|     ;; Maximum length of notecard line read
 | |
|     ;; Increasing this to large values potentially opens
 | |
|     ;; up the system to malicious scripters
 | |
|     ; NotecardLineReadCharsMax = 255
 | |
| 
 | |
|     ;; Sensor settings
 | |
|     ; SensorMaxRange = 96.0
 | |
|     ; SensorMaxResults = 16
 | |
| 
 | |
|     ;; Disable underground movement of prims (default true); set to
 | |
|     ;; false to allow script controlled underground positioning of
 | |
|     ;; prims
 | |
|     ; DisableUndergroundMovement = true
 | |
| 
 | |
|     ;; Path to script engine assemblies
 | |
|     ;; Default is ./bin/ScriptEngines
 | |
|     ; ScriptEnginesPath = "ScriptEngines"
 | |
| 
 | |
| 
 | |
| [MRM]
 | |
|     ;; Enables the Mini Region Modules Script Engine.
 | |
|     ; Enabled = false
 | |
| 
 | |
|     ;; Runs MRM in a Security Sandbox
 | |
|     ;; WARNING: DISABLING IS A SECURITY RISK.
 | |
|     ; Sandboxed = true
 | |
| 
 | |
|     ;; The level sandbox to use, adjust at your OWN RISK.
 | |
|     ;; Valid values are:
 | |
|     ;; *  FullTrust
 | |
|     ;; *  SkipVerification
 | |
|     ;; *  Execution
 | |
|     ;; *  Nothing
 | |
|     ;; *  LocalIntranet
 | |
|     ;; *  Internet
 | |
|     ;; *  Everything
 | |
|     ; SandboxLevel = "Internet"
 | |
| 
 | |
|     ;; Only allow Region Owners to run MRMs
 | |
|     ;; May represent a security risk if you disable this.
 | |
|     ; OwnerOnly = true
 | |
| 
 | |
| 
 | |
| [FreeSwitchVoice]
 | |
|     ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
 | |
|     ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
 | |
|     ; Enabled = false
 | |
| 
 | |
|     ;; You need to load a local service for a standalone, and a remote service
 | |
|     ;; for a grid region. Use one of the lines below, as appropriate
 | |
|     ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
 | |
|     ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
 | |
|     ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
 | |
| 
 | |
|     ;; If using a remote connector, specify the server URL
 | |
|     ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
 | |
| 
 | |
| 
 | |
| [Groups]
 | |
|     ;# {Enabled} {} {Enable groups?} {true false} false
 | |
|     ;; Enables the groups module
 | |
|     ; Enabled = false
 | |
| 
 | |
|     ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {} Default
 | |
|     ;; This is the current groups stub in Region.CoreModules.Avatar.Groups.
 | |
|     ;; All the other settings below only really apply to the Flotsam/SimianGrid
 | |
|     ;; GroupsModule.
 | |
|     ;; This module can use a PHP XmlRpc server from the Flotsam project at
 | |
|     ;; http://code.google.com/p/flotsam/
 | |
|     ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
 | |
|     ; Module = Default
 | |
| 
 | |
|     ;# {MessagingEnabled} {Module:GroupsModule} {Is groups messaging enabled?} {true false} true
 | |
|     ; MessagingEnabled = true
 | |
| 
 | |
|     ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule} GroupsMessagingModule
 | |
|     ; MessagingModule = GroupsMessagingModule
 | |
| 
 | |
|     ;# {ServicesConnectorModule} {Module:GroupsModule} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector} XmlRpcGroupsServicesConnector
 | |
|     ;; Service connectors to the Groups Service as used in the GroupsModule.  Select one depending on
 | |
|     ;; whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
 | |
|     ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
 | |
| 
 | |
|     ;# {GroupsServerURI} {Module:GroupsModule} {Groups Server URI} {}
 | |
|     ;; URI for the groups services
 | |
|     ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
 | |
|     ;; or http://mygridserver.com:82/Grid/ for SimianGrid
 | |
|     ; GroupsServerURI = ""
 | |
| 
 | |
|     ;# {NoticesEnabled} {Module:GroupsModule} {Enable group notices?} {true false} true
 | |
|     ;; Enable Group Notices
 | |
|     ; NoticesEnabled = true
 | |
| 
 | |
|     ;; This makes the Groups modules very chatty on the console.
 | |
|     ; DebugEnabled = false
 | |
| 
 | |
|     ;; XmlRpc Security settings.  These must match those set on your backend
 | |
|     ;; groups service if the service is using these keys
 | |
|     ; XmlRpcServiceReadKey    = 1234
 | |
|     ; XmlRpcServiceWriteKey   = 1234
 | |
| 	
 | |
| [InterestManagement]
 | |
|      ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
 | |
|      ;; This section controls how state updates are prioritized for each client
 | |
|      ;; Valid values are BestAvatarResponsiveness, Time, Distance,
 | |
|      ;; SimpleAngularDistance, FrontBack
 | |
|      ; UpdatePrioritizationScheme = BestAvatarResponsiveness
 | |
| 
 | |
| 
 | |
| [MediaOnAPrim]
 | |
|     ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
 | |
|     ;; Enable media on a prim facilities
 | |
|     ; Enabled = true;
 | |
| 
 | |
| 
 | |
| [NPC]
 | |
|     ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
 | |
|     ; Enabled = false
 | |
| 
 | |
| [Terrain]
 | |
|     ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
 | |
|     ; InitialTerrain = "pinhead-island"
 | |
| 
 | |
| [Architecture]
 | |
|     ;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini
 | |
|     ;; Uncomment one of the following includes as required.  For instance, to create a standalone OpenSim,
 | |
|     ;; uncomment Include-Architecture = "config-include/Standalone.ini"
 | |
|     ;; 
 | |
|     ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
 | |
|     ;; that the referenced .ini file goes on to include.
 | |
|     ;;
 | |
|     ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy 
 | |
|     ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
 | |
|     ;; editing it to set the database and backend services that OpenSim will use.
 | |
|     ;;
 | |
|     ; Include-Architecture = "config-include/Standalone.ini"
 | |
|     ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
 | |
|     ; Include-Architecture = "config-include/Grid.ini"
 | |
|     ; Include-Architecture = "config-include/GridHypergrid.ini"
 | |
|     ; Include-Architecture = "config-include/SimianGrid.ini"
 | |
|     ; Include-Architecture = "config-include/HyperSimianGrid.ini"
 |