262 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Plaintext
		
	
	
			
		
		
	
	
			262 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Plaintext
		
	
	
| [Startup]
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| gridmode = false
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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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| ; --- The NullStorage stores nothing - effectively disabling persistence:
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| storage_plugin = "OpenSim.DataStore.NullStorage.dll"
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| 
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| ; --- To use sqlite as region storage:
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| ;storage_plugin = "OpenSim.Framework.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.Framework.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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| ; Avatar appearance persistence
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| appearance_persist = false
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| appearance_connection_string = "Data Source=localhost;Database=avatar_appearance;User ID=root;Password=xxxx;pooling=false;"
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| 
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| ; Select the type of database to use for asset storage
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| ;asset_database = "db4o"
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| asset_database = "sqlite"
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| ;asset_database = "grid"
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| ;asset_database = "mssql"
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| 
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| 
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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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| verbose = true
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| startup_console_commands_file = "startup_commands.txt"
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| shutdown_console_commands_file = "shutdown_commands.txt"
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| serverside_object_permissions = false
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| 
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| 
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| ; if you would like to allow prim 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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| [StandAlone]
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| accounts_authenticate = true
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| welcome_message = "Welcome to OpenSim"
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| inventory_plugin = "OpenSim.Framework.Data.SQLite.dll"
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| 
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| ; User Data Database provider
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| ; userDatabase_plugin = "OpenSim.Framework.Data.DB4o.dll"
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| ; userDatabase_plugin = "OpenSim.Framework.Data.MySQL.dll"
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| userDatabase_plugin = "OpenSim.Framework.Data.SQLite.dll"
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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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| [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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| [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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| ; Uncomment the following for IRC bridge
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| ; experimental, so if it breaks... keep both parts... yada yada
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| ; also, not good error detection when it fails
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| ;[IRC]
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| ;server  = name.of.irc.server.on.the.net
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| ;nick    = OpenSimBotNameProbablyMakeThisShorter
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| ;channel = #the_irc_channel_you_want_to_connect_to
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| ;port = 6667
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| ;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
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| ; must start with "PRIVMSG {0} : " or irc server will get upset
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| ;for <bot>:<user in region> :<message>
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| ;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
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| ;for <bot>:<message> - <user of region> :
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| msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
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| ;for <bot>:<message> - from <user> :
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| ;msgformat = "PRIVMSG {0} : {3} - from {1}"
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| 
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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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| ; ##
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| ; ## ScriptEngine
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| ; ##
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| ; These are region modules loaded into each region to provide script support
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| ; Scripts may be everything from LSL or C# scripts put in prims to whole game systems that controls the whole grid.
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| ; You can load multiple modules by separating them with a coma.
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| ;
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| ; Example:
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| ;script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll,OpenSim.Region.ScriptEngine.RemoteServer.dll
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| ;
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| ; This is the current and most stable ScriptEngine:
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| script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll
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| 
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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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| [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 editing this file.
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| ; For example to increase or decrease number of threads.
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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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| ; Should the script threads be private for each region?
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| ; true: Each region will get <NumberOfScriptThreads> dedicated to scripts within that region
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| ;       Number of threads will be <NumberOfScriptThreads>*<NumberOfRegions>
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| ; false: All regions share <NumberOfScriptThreads> for all their scripts
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| ;        Note! If you run multiple script engines based on "OpenSim.Region.ScriptEngine.Common" then all of them will share the same threads.
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| ; *** This setting will not work until you restart OpenSim
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| PrivateRegionThreads=false
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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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| ; Script loading / unloading sleep
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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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| ScriptLoadUnloadLoopms=30
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| 
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| ; Loading and unloading of scripts is queued and processed by a separate thread.
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| ; This thread can either be shared among all regions, or private (one thread per region)
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| PrivateScriptLoadUnloadThread=false
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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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