620 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Plaintext
		
	
	
			
		
		
	
	
			620 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Plaintext
		
	
	
| [Startup]
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| 
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| ; Set this to true if you are connecting your OpenSimulator regions to a grid
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| ; Set this to false if you are running OpenSimulator in standalone mode
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| gridmode = false
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| 
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| ; ##
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| ; ## REGIONS
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| ; ##
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| 
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| ; Determine where OpenSimulator looks for the files which tell it which regions to server
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| ; Defaults to "filesystem" if this setting isn't present
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| region_info_source = "filesystem"
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| ; region_info_source = "web"
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| 
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| ; Determines where the region XML files are stored if you are loading 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 loading these from the web
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| ; The XML here has the same format as it does on the filesystem (including the <Root> tag), 
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| ; except that everything is also enclosed in a <Regions> tag.
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| ; regionload_webserver_url = "http://example.com/regions.xml";
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| 
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| ; Draw objects on maptile.   This step might take a long time if you've got a huge amount of 
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| ; 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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| ; ##
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| ; ## STORAGE
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| ; ##
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| 
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| ; *** Prim Storage - only leave one storage_plugin uncommented ***
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| ; --- Null stores nothing - effectively disabling persistence:
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| storage_plugin = "OpenSim.Data.Null.dll"
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| 
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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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| 
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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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| 
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| ; turn on experimental storage of prim inventories in the region database
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| 
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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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| 
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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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| 
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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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| ; ##
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| ; ## PHYSICS
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| ; ##
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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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| 
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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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| 
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| 
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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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| 
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| ;permissionmodules = "DefaultPermissionsModule"
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| serverside_object_permissions = false
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| 
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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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| 
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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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| ; ##
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| ; ## ScriptEngine
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| ; ##
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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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| 
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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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| 
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| 
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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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| 
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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" ; for mysql
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| ; asset_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
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| 
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| ; the Asset DB source.  This only works for sqlite and nhibernate for now
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| ; Asset Source SQLite Exampe
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| ; asset_source = "URI=file:Asset.db,version=3"
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| ; Asset Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING)
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| ; asset_source = "SQLiteDialect;SqliteClientDriver;URI=file:Asset.db,version=3"
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| 
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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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| ; inventory_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
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| ; Inventory Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING)
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| ; inventory_source = "SQLiteDialect;SqliteClientDriver;URI=file:Inventory.db,version=3"
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| 
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| 
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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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| ; userDatabase_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
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| ; User Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING)
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| ; user_source = "SQLiteDialect;SqliteClientDriver;URI=file:User.db,version=3"
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| 
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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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| 
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| 
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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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| 
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| ; Uncomment below to enable llRemoteData/remote channels
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| ; remoteDataPort = 20800
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| 
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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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| 
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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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| 
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| asset_server_url = "http://127.0.0.1:8003"
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| 
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| inventory_server_url = "http://127.0.0.1:8004"
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| 
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| 
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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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| 
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| 
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| [ODEPhysicsSettings]
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| 
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| ;## 
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| ;## World Settings
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| ;##
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| 
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| ;Gravity.  Feel like falling up?  change world_gravityz to 9.8 instead of -9.8.  m/s
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| world_gravityx = 0
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| world_gravityy = 0
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| world_gravityz = -9.8
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| 
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| ; World Step size. (warning these are dangerous.  Changing these will probably cause your scene to explode dramatically)
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| ; reference: fps = (0.09375/ODE_STEPSIZE) * 1000;
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| world_stepsize = 0.020
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| world_internal_steps_without_collisions = 10
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| 
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| ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
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| world_hashspace_size_low = -4
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| world_hashSpace_size_high = 128
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| 
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| ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
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| meters_in_small_space = 29.9
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| small_hashspace_size_low = -4
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| small_hashspace_size_high = 66
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| 
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| ; ##
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| ; ## Contact properties. (the stuff that happens when things come in contact with each other)
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| ; ##
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| 
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| ; surface layer around geometries other geometries can sink into before generating a contact
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| world_contact_surface_layer = 0.001
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| 
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| ; Non Moving Terrain Contact (avatar isn't moving)
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| nm_terraincontact_friction = 255.0
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| nm_terraincontact_bounce = 0.1
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| nm_terraincontact_erp = 0.1025
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| 
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| ; Moving Terrain Contact (avatar is moving)
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| 
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| m_terraincontact_friction = 75.0
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| m_terraincontact_bounce = 0.05
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| m_terrainContact_erp = 0.05025
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| 
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| ; Moving Avatar to object Contact
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| 
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| m_avatarobjectcontact_friction = 75.0
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| m_avatarobjectcontact_bounce = 0.1
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| 
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| ; Object to Object Contact and Non-Moving Avatar to object
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| 
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| objectcontact_friction = 250.0
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| objectcontact_bounce = 0.2
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| 
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| ; ##
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| ; ## Avatar Control
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| ; ##
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| 
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| ; PID Controller Settings. These affect the math that causes the avatar to reach the 
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| ; desired velocity
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| ; See http://en.wikipedia.org/wiki/PID_controller
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| 
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| av_pid_derivative_linux = 3200.0
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| av_pid_proportional_linux = 1400.0
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| 
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| av_pid_derivative_win = 2200.0
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| av_pid_proportional_win = 900.0;
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| 
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| ;girth of the avatar.  Adds radius to the height also
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| av_capsule_radius = 0.37
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| 
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| ; Max force permissible to use to keep the avatar standing up straight
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| av_capsule_standup_tensor_win = 550000
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| av_capsule_standup_tensor_linux = 2000000
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| 
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| ; used to calculate mass of avatar.  
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| ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
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| ; av_density * AVvolume;
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| 
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| av_density = 80
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| 
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| ; use this value to cut 52% of the height the sim gives us
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| av_height_fudge_factor = 0.52
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| 
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| ; Movement.  Smaller is faster.
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| 
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| ; speed of movement with Always Run off
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| av_movement_divisor_walk = 1.3
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| 
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| ; speed of movement with Always Run on
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| av_movement_divisor_run = 0.8
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| 
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| ; ##
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| ; ## Object options
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| ; ##
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| 
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| ; used in the mass calculation.
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| geometry_default_density = 10.000006836
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| 
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| ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
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| body_frames_auto_disable = 20
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| 
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| ; used to control llMove2Target
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| body_pid_derivative = 35
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| body_pid_gain = 25
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| 
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| ; amount of time a geom/body will try to cross a region border before it gets disabled
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| geom_crossing_faiures_before_outofbounds = 5
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| 
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| ; start throttling the object updates if object comes in contact with 3 or more other objects
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| geom_contactpoints_start_throttling = 3
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| 
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| ; send 1 update for every x updates below when throttled
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| geom_updates_before_throttled_update = 15
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| 
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| ; Used for llSetStatus.  How rigid the object rotation is held on the axis specified
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| body_motor_joint_maxforce_tensor_linux = 2
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| body_motor_joint_maxforce_tensor_win = 5
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| 
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| ; ##
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| ; ## Sculpted Prim settings
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| ; ##
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| 
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| ; Do we want to mesh sculpted prim to collide like they look?
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| mesh_sculpted_prim = true
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| 
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| ; number^2 non-physical level of detail of the sculpt texture.  32x32 - 1024 verticies
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| mesh_lod = 32
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| 
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| ; number^2 physical level of detail of the sculpt texture.  16x16 - 256 verticies
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| mesh_physical_lod = 16
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| 
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| 
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| [RemoteAdmin]
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| enabled = false
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| access_password = unknown
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| 
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| 
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| [RestPlugins]
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| enabled = false
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| password = unknown
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| prefix = /admin
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| 
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| 
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| [RestRegionPlugin]
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| enabled = false
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| 
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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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| ;fallback_region = name of "default" region
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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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| 
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| 
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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_domain = testserver.com
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| 
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| 
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| [AsteriskVoice]
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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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| ; SIP account server domain 
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| sip_domain = testserver.com
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| ; SIP conf server domain 
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| conf_domain = testserver.com
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| ; URL of the asterisk opensim frontend 
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| asterisk_frontend = http://testserver.com:49153/
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| ; password for the asterisk frontend XmlRpc calls
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| asterisk_password = bah-humbug
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| ; timeout for XmlRpc calls to asterisk front end (in ms)
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| asterisk_timeout = 3000
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| ; salt for asterisk nonces
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| asterisk_salt = paluempalum
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| 
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| 
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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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| 
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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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| 
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| ; Remove old scripts on next startup
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| CleanUpOldScriptsOnStartup=true
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| 
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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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| 
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| AllowGodFunctions = false
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| 
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| ; Maximum number of llListen events we allow per script
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| ; Set this to 0 to have no limit imposed.
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| max_listens_per_script = 64
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| 
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| [DataSnapshot]
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| ; The following set of configs pertains to search.
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| ; Set index_sims to true to enable search engines to index your searchable data
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| ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
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| index_sims = false
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| ; 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"
 | |
| ; This semicolon-separated string serves to notify specific data services
 | |
| ; about the existence of this sim.
 | |
| data_services="http://metaverseink.com/cgi-bin/register.py"
 | |
| 
 | |
| 
 | |
| [Economy]
 | |
| ; These economy values get used in the BetaGridLikeMoneyModule.  - This module is for demonstration only -
 | |
| ; In grid mode, use this currency XMLRPC server.  Leave blank for normal functionality
 | |
| CurrencyServer = ""
 | |
| ; "http://192.168.1.127/currency.php"
 | |
| 
 | |
| ; In grid mode, this is the land XMLRPC server. Leave blank for normal functionality
 | |
| LandServer = ""
 | |
| ;"http://192.168.1.127/landtool.php"
 | |
| 
 | |
| ; 45000 is the highest value that the sim could possibly report because of protocol constraints
 | |
| ObjectCapacity = 45000
 | |
| 
 | |
| ; Money Unit fee to upload textures, animations etc
 | |
| PriceUpload = 0
 | |
| 
 | |
| ; Money Unit fee to create groups
 | |
| PriceGroupCreate = 0
 | |
| 
 | |
| ; This is the account Money goes to for fees.  Remember, economy requires that money circulates somewhere... even if it's an upload fee
 | |
| EconomyBaseAccount = 00000000-0000-0000-0000-000000000000
 | |
| 
 | |
| ; This is the type of user that will pay fees.  
 | |
| ; Set this to 2 for users, estate managers and Estate Owners
 | |
| ; Set this to 1 for Users and Estate Managers
 | |
| ; Set this to 0 for Users only.   
 | |
| ; -1 disables
 | |
| UserLevelPaysFees = -1
 | |
| 
 | |
| ; Amount to give to user as a stipend
 | |
| UserStipend = 1000
 | |
| 
 | |
| ; When a user gets low on money units and logs off, then logs back on, issue a new stipend if they have less money units then this 
 | |
| ; amount. Be aware that the account money isn't stored anywhere so users will get a stipend if you restart the simulator
 | |
| IssueStipendWhenClientIsBelowAmount = 10
 | |
| 
 | |
| ; If this is true, the simulator will remember account balances until the simulator is shutdown or restarted.
 | |
| KeepMoneyAcrossLogins = true
 | |
| 
 | |
| ; 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 = 100
 | |
| PriceObjectClaim = 10
 | |
| PricePublicObjectDecay = 4
 | |
| PricePublicObjectDelete = 4
 | |
| PriceParcelClaim = 1
 | |
| PriceParcelClaimFactor = 1
 | |
| 
 | |
| PriceRentLight = 5
 | |
| TeleportMinPrice = 2
 | |
| TeleportPriceExponent = 2
 | |
| EnergyEfficiency = 1
 | |
| PriceObjectRent = 1
 | |
| PriceObjectScaleFactor = 10
 | |
| PriceParcelRent = 1
 | |
| 
 | |
| 
 | |
| [SVN]
 | |
| Enabled = false
 | |
| Directory = SVNmodule\repo
 | |
| URL = "svn://your.repo.here/"
 | |
| Username = "user"
 | |
| Password = "password"
 | |
| ImportOnStartup = false
 | |
| Autosave = false
 | |
| AutoSavePeriod = 15 ; Number of minutes between autosave backups
 | |
| 
 | |
| 
 | |
| [XEngine]
 | |
| ; 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
 | |
| ; Rate to poll for asynchronous command replies (ms)
 | |
| AsyncLLCommandLoopms = 50
 | |
| ; Save the source of all compiled scripts
 | |
| WriteScriptSourceToDebugFile = false
 | |
| ; Default language for scripts
 | |
| DefaultCompileLanguage = lsl
 | |
| ; List of allowed languages (lsl,vb,js,cs)
 | |
| AllowedCompilers = lsl
 | |
| ; Compile debug info (line numbers) into the script assemblies
 | |
| CompileWithDebugInformation = true
 | |
| ; Allow the use of os* functions (some are dangerous)
 | |
| AllowOSFunctions = false
 | |
| ; 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
 | |
| ; Allow OS console command functionality (VERY DANGEROUS!!)
 | |
| AllowosConsoleCommand = false |