709 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			Plaintext
		
	
	
			
		
		
	
	
			709 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			Plaintext
		
	
	
[Startup]
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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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; ## REGIONS
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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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; 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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; 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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; 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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; Use terrain texture for maptiles if true, use shaded green if false
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TextureOnMapTile = false
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; Maximum total size, and maximum size where a prim can be physical
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NonPhysicalPrimMax = 256
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PhysicalPrimMax = 10
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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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; --- Null stores nothing - effectively disabling persistence:
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storage_plugin = "OpenSim.Data.Null.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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; If you want to use a different database/server for estate data, then
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; uncomment and change this connect string. Defaults to the above if not set
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; estate_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
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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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;permissionmodules = "DefaultPermissionsModule"
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serverside_object_permissions = false
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allow_grid_gods = false
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; This allows somne 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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;parcel_owner_is_god = true
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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 ScriptEngine:
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script_engine = "OpenSim.Region.ScriptEngine.DotNetEngine.dll"
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; This is the new XEngine
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;script_engine = "OpenSim.Region.ScriptEngine.XEngine.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" ; for mysql
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; asset_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
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; the Asset DB source.  This only works for sqlite, mysql, and nhibernate for now
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; Asset Source SQLite example
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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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; Asset Source MySQL example
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;asset_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
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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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; Inventory Source MySQL example
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;inventory_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
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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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; User Source MySQL example
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;user_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
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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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[ODEPhysicsSettings]
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;## 
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;## World Settings
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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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; 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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;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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;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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; ## Contact properties. (the stuff that happens when things come in contact with each other)
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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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; 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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; Moving Terrain Contact (avatar is moving)
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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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; Moving Avatar to object Contact
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m_avatarobjectcontact_friction = 75.0
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m_avatarobjectcontact_bounce = 0.1
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; Object to Object Contact and Non-Moving Avatar to object
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objectcontact_friction = 250.0
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objectcontact_bounce = 0.2
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; ##
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; ## Avatar Control
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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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av_pid_derivative_linux = 3200.0
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av_pid_proportional_linux = 1400.0
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av_pid_derivative_win = 2200.0
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av_pid_proportional_win = 900.0;
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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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; 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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; 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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av_density = 80
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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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; Movement.  Smaller is faster.
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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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; 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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; ## Object options
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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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; 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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; used to control llMove2Target
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body_pid_derivative = 35
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body_pid_gain = 25
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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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; 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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; send 1 update for every x updates below when throttled
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geom_updates_before_throttled_update = 15
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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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; ## Sculpted Prim settings
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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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; 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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; 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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; ## Physics logging settings - logfiles are saved to *.DIF files
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; ##
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;physics_logging = true
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;; every n simulation iterations, the physics snapshot file is updated
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;physics_logging_interval = 50
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;; append to existing physics logfile, or overwrite existing logfiles?
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;physics_logging_append_existing_logfile = true
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[RemoteAdmin]
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enabled = false
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access_password = unknown
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; the create_region XmlRpc call uses region_file_template to generate
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; the file name of newly create regions (if they are created
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; persistent). the parameter available are:
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;     {0} - X location
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;     {1} - Y location
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;     {2} - region UUID
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;     {3} - region port
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;     {4} - region name with " ", ":", "/" mapped to  "_"
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region_file_template = "{0}x{1}-{2}.xml"
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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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[RestRegionPlugin]
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enabled = false
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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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;enabled = true ; you need to set this otherwise it won't connect
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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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[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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[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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; 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
 | 
						|
; NOTE! Disabled for now. Feature does not work.
 | 
						|
RefreshConfig=0
 | 
						|
 | 
						|
; Number of threads to use for script event execution
 | 
						|
; Threads are shared across all regions
 | 
						|
NumberOfScriptThreads=2
 | 
						|
 | 
						|
; Script event execution thread priority inside application.
 | 
						|
; Valid values: Lowest, BelowNormal, Normal, AboveNormal, Highest
 | 
						|
ScriptThreadPriority=BelowNormal
 | 
						|
 | 
						|
; How long MAX should a script event be allowed to run (per event execution)?
 | 
						|
; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function
 | 
						|
; There is also a small speed penalty for every kill that is made
 | 
						|
MaxEventExecutionTimeMs=5000
 | 
						|
 | 
						|
; Should we enable the max script event execution thread to look for scripts that exceed their timeslice?
 | 
						|
EnforceMaxEventExecutionTime=true
 | 
						|
 | 
						|
; Should we stop the script completely when time exceeds?
 | 
						|
; This is useful if you have a high <MaxEventExecutionTimeMs> and want to deactivate scripts that go wrong
 | 
						|
; Note that for example physics engine can slow down the system and make scripts spend more time
 | 
						|
DeactivateScriptOnTimeout=false
 | 
						|
 | 
						|
; If no scripts have executed in this pass how long should we sleep before checking again
 | 
						|
; Impact:
 | 
						|
; Too low and you will waste lots of CPU
 | 
						|
; Too high and people touching object or similar will have to wait up to this amount of time before script responding
 | 
						|
SleepTimeIfNoScriptExecutionMs=50
 | 
						|
 | 
						|
; AppDomains are used for two things:
 | 
						|
; * Security: Scripts inside AppDomains are limited in permissions. 
 | 
						|
; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded.
 | 
						|
;                     AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims).
 | 
						|
; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
 | 
						|
ScriptsPerAppDomain=1
 | 
						|
 | 
						|
; MaintenanceLoop
 | 
						|
; How often to run maintenance loop
 | 
						|
; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time
 | 
						|
MaintenanceLoopms=50
 | 
						|
 | 
						|
; How many maintenanceloops between each of these.
 | 
						|
; (if 2 then function will be executed every MaintenanceLoopms*2 ms)
 | 
						|
; Script loading/unloading
 | 
						|
 | 
						|
; How long load/unload thread should sleep if there is nothing to do
 | 
						|
; Higher value makes it respond slower when scripts are added/removed from prims
 | 
						|
; But once active it will process all in queue before sleeping again
 | 
						|
MaintenanceLoopTicks_ScriptLoadUnload=1
 | 
						|
 | 
						|
; Other tasks
 | 
						|
; check if we need to reload config, adjust running config and enforce max execution time
 | 
						|
MaintenanceLoopTicks_Other=10
 | 
						|
 | 
						|
 | 
						|
; Maximum number of items in load/unload queue before we start rejecting loads
 | 
						|
; Note that we will only be rejecting load. Unloads will still be able to queue.
 | 
						|
LoadUnloadMaxQueueSize=100
 | 
						|
 | 
						|
; Maximum number of (LSL) events that can be queued before new events are ignored.
 | 
						|
EventExecutionMaxQueueSize=300
 | 
						|
 | 
						|
; Async LL command sleep
 | 
						|
; If no async LL commands are waiting, how long should thread sleep before checking again
 | 
						|
; Async LL commands are LSL-commands that causes an event to be fired back with result
 | 
						|
AsyncLLCommandLoopms=50
 | 
						|
 | 
						|
; 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
 | 
						|
WriteScriptSourceToDebugFile=true
 | 
						|
 | 
						|
; Specify default script compiler
 | 
						|
; 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
 | 
						|
; Valid languages are: lsl, cs, js and vb
 | 
						|
DefaultCompileLanguage=lsl
 | 
						|
 | 
						|
; Specify what compilers are allowed to be used
 | 
						|
; Note vb only works on Windows for now (Mono lacks VB compile support)
 | 
						|
; Valid languages are: lsl, cs, js and vb
 | 
						|
AllowedCompilers=lsl,cs,js,vb
 | 
						|
 | 
						|
; Compile scripts with debugging
 | 
						|
; Probably a thousand times slower, but gives you a line number when something goes wrong.
 | 
						|
CompileWithDebugInformation=true
 | 
						|
 | 
						|
; Remove old scripts on next startup
 | 
						|
CleanUpOldScriptsOnStartup=true
 | 
						|
 | 
						|
[LL-Functions]
 | 
						|
; Set the following to true to allow administrator owned scripts to execute console commands
 | 
						|
AllowosConsoleCommand=false
 | 
						|
 | 
						|
AllowGodFunctions = false
 | 
						|
 | 
						|
ScriptDelayFactor = 1.0
 | 
						|
 | 
						|
; Maximum number of llListen events we allow per script
 | 
						|
; Set this to 0 to have no limit imposed.
 | 
						|
max_listens_per_script = 64
 | 
						|
 | 
						|
[DataSnapshot]
 | 
						|
; The following set of configs pertains to search.
 | 
						|
; Set index_sims to true to enable search engines to index your searchable data
 | 
						|
; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
 | 
						|
index_sims = false
 | 
						|
; 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]
 | 
						|
; Use the newer LSL to CS compiler (under test)
 | 
						|
UseNewCompiler = true
 | 
						|
; How many threads to keep alive even if nothing is happening
 | 
						|
MinThreads = 2
 | 
						|
; How many threads to start at maximum load
 | 
						|
MaxThreads = 100
 | 
						|
; Time a thread must be idle (in seconds) before it dies
 | 
						|
IdleTimeout = 60
 | 
						|
; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
 | 
						|
Priority = "BelowNormal"
 | 
						|
; Maximum number of events to queue for a script (excluding timers)
 | 
						|
MaxScriptEventQueue = 300
 | 
						|
; Stack size per thread created
 | 
						|
ThreadStackSize = 262144
 | 
						|
; 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,vb,js,cs
 | 
						|
; 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
 | 
						|
; Sets the multiplier for the scripting delays
 | 
						|
ScriptDelayFactor = 1.0
 | 
						|
 | 
						|
 | 
						|
[GridInfo]
 | 
						|
 | 
						|
; These settings are used to return information on a get_grid_info call.
 | 
						|
; Client launcher scripts and third-party clients make use of this to 
 | 
						|
; autoconfigure the client and to provide a nice user experience. If you
 | 
						|
; want to facilitate that, you should configure the settings here according
 | 
						|
; to your grid or standalone setup. 
 | 
						|
; 
 | 
						|
; See http://opensimulator.org/wiki/GridInfo
 | 
						|
 | 
						|
; login uri: for grid this is the user server URI
 | 
						|
login = http://127.0.0.1:9000/
 | 
						|
 | 
						|
; long grid name: the long name of your grid
 | 
						|
gridname = "the lost continent of hippo"
 | 
						|
 | 
						|
; short grid name: the short name of your grid
 | 
						|
gridnick = "hippogrid"
 | 
						|
 | 
						|
 | 
						|
; login page: optional: if it exists it will be used to tell the client to use 
 | 
						|
;                       this as splash page
 | 
						|
welcome = http://127.0.0.1/welcome
 | 
						|
 | 
						|
; helper uri: optional: if it exists if will be used to tell the client to use 
 | 
						|
;                       this for all economy related things
 | 
						|
economy = http://127.0.0.1:9000/
 | 
						|
 | 
						|
; web page of grid: optional: page providing further information about your grid 
 | 
						|
about = http://127.0.0.1/about/
 | 
						|
 | 
						|
; account creation: optional: page providing further information about obtaining
 | 
						|
;                             a user account on your grid
 | 
						|
register = http://127.0.0.1/register
 | 
						|
 | 
						|
; help: optional: page providing further assistance for users of your grid
 | 
						|
help = http://127.0.0.1/help
 | 
						|
 | 
						|
; password help: optional: page providing password assistance for users of your grid
 | 
						|
password = http://127.0.0.1/password
 | 
						|
 | 
						|
;These are the settings for the Open Grid Protocol..  the Agent Domain, Region Domain,   you know..  
 | 
						|
[OpenGridProtocol]
 | 
						|
;On/true or Off/false
 | 
						|
ogp_enabled=false
 |