288 lines
11 KiB
Plaintext
288 lines
11 KiB
Plaintext
[Startup]
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gridmode = false
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; ##
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; ## STORAGE
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; ##
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; *** Prim Storage - only leave one storage_plugin uncommented ***
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; --- The NullStorage stores nothing - effectively disabling persistence:
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storage_plugin = "OpenSim.DataStore.NullStorage.dll"
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; --- To use sqlite as region storage:
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;storage_plugin = "OpenSim.Data.SQLite.dll"
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storage_connection_string="URI=file:OpenSim.db,version=3";
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; --- To use MySQL storage, supply your own connectionstring (this is only an example):
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; note that the supplied account needs create privilegies if you want it to auto-create needed tables.
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; storage_plugin="OpenSim.Data.MySQL.dll"
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; storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
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; turn on experimental storage of prim inventories in the region database
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; Prim inventory storage is now turned on by default
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; However, this option remains in case it needs to be disabled
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; More details of the current state of this can be found at
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;
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; http://opensimulator.org/wiki/OpenSim:Prim_Inventory_Persistence
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;
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storage_prim_inventories = true
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; Avatar appearance persistence
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appearance_persist = false
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appearance_database = "MySQL"
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appearance_connection_string = "Data Source=localhost;Database=avatar_appearance;User ID=root;Password=xxxx;pooling=false;"
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; Select whether you want to use local or grid asset storage.
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;
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; If you're running in standalone, you definitely want local, since there is no grid (hence this is redundant, and should
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; really be eliminated). The database itself is defined in asset_plugin below
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;
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; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
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; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
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; locally. This will mean you won't be able to take items using your assets to other people's regions.
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asset_database = "local"
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;asset_database = "grid"
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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
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; ##
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; ## PHYSICS
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; ##
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; Select a mesher here. ZeroMesher is save and fast.
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; ZeroMesher also means that the physics engine models the physics of prims
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; sticking to the basic shapes the engine does support. Usually this is only a box.
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; Meshmerizer gives a better handling of complex prims by using triangle meshes.
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; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
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;
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meshing = ZeroMesher
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;meshing = Meshmerizer
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; Choose one of the physics engines below
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physics = basicphysics
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;physics = POS
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;physics = OpenDynamicsEngine
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;physics = modified_BulletX
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startup_console_commands_file = "startup_commands.txt"
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shutdown_console_commands_file = "shutdown_commands.txt"
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serverside_object_permissions = false
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; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true.
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physical_prim = true
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; To run a script every few minutes, set the script filename here
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; timer_Script = "filename"
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; ##
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; ## ScriptEngine
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; ##
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; These are region modules loaded into each region to provide script support
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; Scripts may be everything from LSL or C# scripts put in prims to whole game systems that controls the whole grid.
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; You can load multiple modules by separating them with a coma.
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;
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; Example:
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;script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll,OpenSim.Region.ScriptEngine.RemoteServer.dll
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;
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; This is the current and most stable ScriptEngine:
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script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll
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;Experimental remote ScriptServer plugin (does not currently work):
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;script_engine = OpenSim.Region.ScriptEngine.RemoteServer.dll
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[StandAlone]
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accounts_authenticate = true
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welcome_message = "Welcome to OpenSim"
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; Asset database provider
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asset_plugin = "OpenSim.Data.SQLite.dll"
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; asset_plugin = "OpenSim.Data.MySQL.dll"
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; Inventory database provider
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inventory_plugin = "OpenSim.Data.SQLite.dll"
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; inventory_plugin = "OpenSim.Data.MySQL.dll"
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; User Data Database provider
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userDatabase_plugin = "OpenSim.Data.SQLite.dll"
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; userDatabase_plugin = "OpenSim.Data.MySQL.dll"
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default_location_x = 1000
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default_location_y = 1000
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dump_assets_to_file = false
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[Network]
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http_listener_port = 9000
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remoting_listener_port = 8895
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; Uncomment below to enable llRemoteData/remote channels
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; remoteDataPort = 20800
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grid_server_url = "http://127.0.0.1:8001"
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grid_send_key = "null"
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grid_recv_key = "null"
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user_server_url = "http://127.0.0.1:8002"
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user_send_key = "null"
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user_recv_key = "null"
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asset_server_url = "http://127.0.0.1:8003"
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inventory_server_url = "http://127.0.0.1:8004"
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[Chat]
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whisper_distance = 10
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say_distance = 30
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shout_distance = 100
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; Uncomment the following for IRC bridge
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; experimental, so if it breaks... keep both parts... yada yada
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; also, not good error detection when it fails
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;[IRC]
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;server = name.of.irc.server.on.the.net
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;nick = OpenSimBotNameProbablyMakeThisShorter
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;channel = #the_irc_channel_you_want_to_connect_to
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;port = 6667
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;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
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; must start with "PRIVMSG {0} : " or irc server will get upset
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;for <bot>:<user in region> :<message>
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;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
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;for <bot>:<message> - <user of region> :
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msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
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;for <bot>:<message> - from <user> :
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;msgformat = "PRIVMSG {0} : {3} - from {1}"
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[Voice]
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; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs
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enabled = false
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; This is not supported by the SLViewer right now and
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; hardcoded within the SL Viewer. Maybe it will be
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; changed in future. :-)
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account_management_server = https://www.bhr.vivox.com/api2
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; Global SIP Server for conference calls
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sip_uri = sip:testroom@testserver.com
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; Uncomment the following to control the progression of daytime
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; in the Sim. The defaults are what is shown below
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;[Sun]
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; number of wall clock hours for an opensim day. 24.0 would mean realtime
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;day_length = 0.5
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; send a Sun update ever frame_rate # of frames. A lower number will
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; make for smoother sun transition at the cost of network
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;frame_rate = 100
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[ScriptEngine.DotNetEngine]
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;
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; These settings are specific to DotNetEngine script engine
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; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file.
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;
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; When a script receives an event the event is queued.
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; Any free thread will start executing this event. One script can only have one event executed simultaneously.
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; If you have only one thread, and one script has a loop or does a lot of work, then no other scripts can run at the same time.
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; Same if you have 10 threads, then only 10 scripts can be run simultaneously.
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; But because most scripts exit after their task, the threads are free to go on to the next script.
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; Refresh ScriptEngine config options (these settings) every xx seconds
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; 0 = Do not refresh
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; Set it to number of seconds between refresh, for example 30.
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; Will allow you to change ScriptEngine settings while server is running just by using "CONFIG SET" on console
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; For example to increase or decrease number of threads: CONFIG SET NumberOfScriptThreads 10
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; NOTE! Disabled for now. Feature does not work.
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RefreshConfig=0
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; Number of threads to use for script event execution
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; Threads are shared across all regions
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NumberOfScriptThreads=2
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; Script event execution thread priority inside application.
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; Valid values: Lowest, BelowNormal, Normal, AboveNormal, Highest
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ScriptThreadPriority=BelowNormal
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; How long MAX should a script event be allowed to run (per event execution)?
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; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function
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; There is also a small speed penalty for every kill that is made
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MaxEventExecutionTimeMs=5000
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; Should we enable the max script event execution thread to look for scripts that exceed their timeslice?
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EnforceMaxEventExecutionTime=true
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; Should we stop the script completely when time exceeds?
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; This is useful if you have a high <MaxEventExecutionTimeMs> and want to deactivate scripts that go wrong
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; Note that for example physics engine can slow down the system and make scripts spend more time
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DeactivateScriptOnTimeout=false
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; If no scripts have executed in this pass how long should we sleep before checking again
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; Impact:
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; Too low and you will waste lots of CPU
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; Too high and people touching object or similar will have to wait up to this amount of time before script responding
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SleepTimeIfNoScriptExecutionMs=50
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; AppDomains are used for two things:
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; * Security: Scripts inside AppDomains are limited in permissions.
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; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded.
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; AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims).
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; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
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ScriptsPerAppDomain=1
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; MaintenanceLoop
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; How often to run maintenance loop
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; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time
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MaintenanceLoopms=50
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; How many maintenanceloops between each of these.
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; (if 2 then function will be executed every MaintenanceLoopms*2 ms)
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; Script loading/unloading
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; How long load/unload thread should sleep if there is nothing to do
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; Higher value makes it respond slower when scripts are added/removed from prims
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; But once active it will process all in queue before sleeping again
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MaintenanceLoopTicks_ScriptLoadUnload=1
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; Other tasks
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; check if we need to reload config, adjust running config and enforce max execution time
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MaintenanceLoopTicks_Other=10
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; Maximum number of items in load/unload queue before we start rejecting loads
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; Note that we will only be rejecting load. Unloads will still be able to queue.
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LoadUnloadMaxQueueSize=100
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; Maximum number of (LSL) events that can be queued before new events are ignored.
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EventExecutionMaxQueueSize=300
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; Async LL command sleep
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; If no async LL commands are waiting, how long should thread sleep before checking again
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; Async LL commands are LSL-commands that causes an event to be fired back with result
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AsyncLLCommandLoopms=50
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; When script is converted from LSL to C#, or just plain compiled, a copy of the script source will be put in the ScriptEngine folder
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WriteScriptSourceToDebugFile=true
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; Specify default script compiler
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; If you do not specify //cs, //vb, //js or //lsl tag as the first characters of your script then the default compiler will be chosen
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; Valid languages are: lsl, cs, js and vb
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DefaultCompileLanguage=lsl
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; Specify what compilers are allowed to be used
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; Note vb only works on Windows for now (Mono lacks VB compile support)
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; Valid languages are: lsl, cs, js and vb
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AllowedCompilers=lsl,cs,js,vb
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; Compile scripts with debugging
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; Probably a thousand times slower, but gives you a line number when something goes wrong.
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CompileWithDebugInformation=true
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; Remove old scripts on next startup
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CleanUpOldScriptsOnStartup=true
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[LL-Functions]
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; Set the following to true to allow administrator owned scripts to execute console commands
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AllowosConsoleCommand=false
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