1551 lines
56 KiB
INI
1551 lines
56 KiB
INI
; This file contains defaults for various settings in OpenSimulator. These can be overriden
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; by changing the same setting in OpenSim.ini (once OpenSim.ini.example has been copied to OpenSim.ini).
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[Startup]
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; Console prompt
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; Certain special characters can be used to customize the prompt
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; Currently, these are
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; \R - substitute region name
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; \\ - substtitue \
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ConsolePrompt = "Region (\R) "
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; Set this to true if you want to log crashes to disk
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; this can be useful when submitting bug reports.
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; However, this will only log crashes within OpenSimulator that cause the entire program to exit
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; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures.
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; You will need to capture these native stack traces by recording the session log itself.
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save_crashes = false
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; Directory to save crashes to if above is enabled
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; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
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crash_dir = "crashes"
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; Place to create a PID file
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; PIDFile = "/tmp/my.pid"
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; Console commands run at startup
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startup_console_commands_file = "startup_commands.txt"
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; Console commands run on shutdown
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shutdown_console_commands_file = "shutdown_commands.txt"
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; Console commands run every 20 minutes
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; timer_Script = "filename"
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; ##
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; ## SYSTEM
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; ##
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; Sets the method that OpenSim will use to fire asynchronous
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; events. Valid values are UnsafeQueueUserWorkItem,
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; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread.
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; SmartThreadPool is reported to work well on Mono/Linux, but
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; UnsafeQueueUserWorkItem has been benchmarked with better
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; performance on .NET/Windows
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async_call_method = SmartThreadPool
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; Max threads to allocate on the FireAndForget thread pool
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; when running with the SmartThreadPool option above
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MaxPoolThreads = 15
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; ##
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; ## CLIENTS
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; ##
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; Enables EventQueueGet Service.
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EventQueue = true
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; Set this to the DLL containing the client stack to use.
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clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
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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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;; Allow the simulator to start up if there are no region configuration available
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;; from the selected region_info_source.
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allow_regionless = false
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; Maximum size of non physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonphysicalPrimMax!).
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NonphysicalPrimMax = 256
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; Maximum size of physical prims. Affects resizing of existing prims. This can be overriden in the region config file.
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PhysicalPrimMax = 10
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; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
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; This can be overriden in the region config file.
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ClampPrimSize = false
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; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
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; This only applies when crossing to a region running in a different simulator.
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; For crossings where the regions are on the same simulator the script is always kept running.
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AllowScriptCrossing = true
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; Allow compiled script binary code to cross region boundaries.
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; If you set this to "true", any region that can teleport to you can
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; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
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; YOU HAVE BEEN WARNED!!!
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TrustBinaries = false
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; Combine all contiguous regions into one large megaregion
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; Order your regions from South to North, West to East in your regions.ini and then set this to true
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; Warning! Don't use this with regions that have existing content!, This will likely break them
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CombineContiguousRegions = false
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; Extend the region's draw distance; 255m is the default which includes
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; one neighbor on each side of the current region, 767m would go three
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; neighbors on each side for a total of 49 regions in view. Warning, unless
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; all the regions have the same drawdistance, you will end up with strange
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; effects because the agents that get closed may be inconsistent.
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DefaultDrawDistance = 255.0
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; If you have only one region in an instance, or to avoid the many bugs
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; that you can trigger in modules by restarting a region, set this to
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; true to make the entire instance exit instead of restarting the region.
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; This is meant to be used on systems where some external system like
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; Monit will restart any instance that exits, thereby making the shutdown
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; into a restart.
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InworldRestartShutsDown = false
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; The minimum proportion of a second that any particular frame can take to execute.
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; Only change this if you really know what you're doing, and be prepared to change UpdatePhysicsEveryNFrames
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; (and other Frames params) to match! For instance, halving MinFrameTime to 0.0445 require
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; UpdatePhysicsEveryNFrames = 2 unless you don't mind your avatar walking like Benny Hill.
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MinFrameTime = 0.089
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; Send scheduled updates to objects in the scene
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; This must be a whole number
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UpdateObjectsEveryNFrames = 1;
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; Send position/velocity, etc. updates to agents in the scene
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; This must be a whole number
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UpdateAgentsEveryNFrames = 1;
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; Apply pending forces from physics calculations to an entity.
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; This must be a whole number
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UpdateEntityMovementEveryNFrames = 1;
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; Send coarse location updates to viewers. In a classic viewer, this updates the minimap.
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; This must be a whole number
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UpdateCoarseLocationsEveryNFrames = 50;
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; Update physics. Within each update physics also updates in a series of contigous mini-steps
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; This must be a whole number
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UpdatePhysicsEveryNFrames = 1;
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; Clean up temp on rez objects.
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; This must be a whole number
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UpdateTempCleaningEveryNFrames = 1000;
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; Send out the on frame event to modules and other listeners. This should probably never deviate from 1.
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; This must be a whole number
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UpdateEventsEveryNFrames = 1;
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; Send terrain updates to viewers
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; This must be a whole number
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UpdateTerrainEveryNFrames = 50;
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; Persitently store any objects which meet the PRIM STORAGE criteria
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; This must be a whole number
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UpdateStorageEveryNFrames = 200;
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; ##
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; ## PRIM STORAGE
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; ##
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; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
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; prevent frequently changing objects from heavily loading the region data store.
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; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
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;
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; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
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MinimumTimeBeforePersistenceConsidered = 60
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; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
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MaximumTimeBeforePersistenceConsidered = 600
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; ##
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; ## PHYSICS
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; ##
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; If true then prims can be collided with by avatars, other prims, etc.
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; If false then all prims are phantom, no matter whether their phantom flag is checked or unchecked.
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; Also, no prims are subject to physics.
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collidable_prim = true
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; If true then prims can be made subject to physics (gravity, pushing, etc.).
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; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction
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physical_prim = true
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; Select a mesher here.
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;
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; Meshmerizer properly handles complex prims by using triangle meshes.
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; Note that only the ODE physics engine currently deals with meshed prims in a satisfactory way
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;
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; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports
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; Usually this is only a box
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meshing = Meshmerizer
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;meshing = ZeroMesher
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; Path to decoded sculpty maps
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; Defaults to "j2kDecodeCache
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;DecodedSculptMapPath = "j2kDecodeCache"
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; if you use Meshmerizer and want sculpt map collisions, setting this to
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; to true will store decoded sculpt maps in a special folder in your bin
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; folder, which can reduce startup times by reducing asset requests. Some
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; versions of mono dont work well when reading the cache files, so set this
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; to false if you have compatibility problems.
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;CacheSculptMaps = true
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; Choose one of the physics engines below
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; OpenDynamicsEngine is by some distance the most developed physics engine
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; basicphysics effectively does not model physics at all, making all objects phantom
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physics = OpenDynamicsEngine
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;physics = basicphysics
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;physics = POS
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;physics = modified_BulletX
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;physics = BulletSim
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; ##
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; ## PERMISSIONS
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; ##
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;permissionmodules = "DefaultPermissionsModule"
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; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
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; any item, etc. This may not yet be implemented uniformally.
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; If set to true, then all permissions checks are carried out
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; Default is true
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serverside_object_permissions = true
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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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;region_manager_is_god = false
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;parcel_owner_is_god = true
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; Control user types that are allowed to create new scripts
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; Only enforced if serviceside_object_permissions is true
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;
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; Current possible values are
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; all - anyone can create scripts (subject to normal permissions)
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; gods - only administrators can create scripts (as long as allow_grid_gods is true)
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; Default value is all
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; allowed_script_creators = all
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; Control user types that are allowed to edit (save) scripts
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; Only enforced if serviceside_object_permissions is true
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;
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; Current possible values are
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; all - anyone can edit scripts (subject to normal permissions)
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; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
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; Default value is all
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; allowed_script_editors = all
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; ##
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; ## SCRIPT ENGINE
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; ##
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DefaultScriptEngine = "XEngine"
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; ##
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; ## WORLD MAP
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; ##
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;WorldMapModule = "WorldMap"
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;MapImageModule = "MapImageModule"
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; World map blacklist timeout in seconds
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;BlacklistTimeout = 600
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; Set to false to not generate any maptiles
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;GenerateMaptiles = true
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; Refresh (in seconds) the map tile periodically
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;MaptileRefresh = 0
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; If not generating maptiles, use this static texture asset ID
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;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
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; Draw objects on maptile. This step might take a long time if you've got a large number 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 = true
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; ##
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; ## EMAIL MODULE
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; ##
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;emailmodule = DefaultEmailModule
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; ##
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; ## ANIMATIONS
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; ##
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; If enabled, enableFlySlow will change the primary fly state to
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; FLYSLOW, and the "always run" state will be the regular fly.
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enableflyslow = false
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; PreJump is an additional animation state, but it probably
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; won't look right until the physics engine supports it
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; (i.e delays takeoff for a moment)
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; Simulator Stats URI
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; Enable JSON simulator data by setting a URI name (case sensitive)
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; Stats_URI = "jsonSimStats"
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; Make OpenSim start all regions woth logins disabled. They will need
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; to be enabled from the console if this is set
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; StartDisabled = false
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; Image decoding. Use CSJ2K for layer boundary decoding if true,
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; OpenJPEG if false
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; UseCSJ2K = true
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; Persist avatar baked textures
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; Persisting baked textures can speed up login and region border
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; crossings especially with large numbers of users, though it
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; will store potentially large numbers of textures in your asset
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; database
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PersistBakedTextures = false
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; Control the delay before appearance is sent to other avatars and
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; saved in the avatar service. Attempts to limit the impact caused
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; by the very chatty dialog that sets appearance when an avatar
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; logs in or teleports into a region; values are in seconds
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DelayBeforeAppearanceSave = 5
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DelayBeforeAppearanceSend = 2
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[RegionReady]
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; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
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enabled = true
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; Channel on which to signal region readiness through a message
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; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]"
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; - the first field indicating whether this is an initial server startup
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; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error)
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; - the third field is a number indicating how many scripts failed to compile
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; - "oar error" if supplied, provides the error message from the OAR load
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channel_notify = -800
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; - disallow logins while scripts are loading
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; Instability can occur on regions with 100+ scripts if users enter before they have finished loading
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login_disable = true
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; - send an alert as json to a service
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; alert_uri = "http://myappserver.net/my_handler/"
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[SMTP]
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enabled = false
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;enabled = true
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;internal_object_host = lsl.opensim.local
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;host_domain_header_from = 127.0.0.1
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;SMTP_SERVER_HOSTNAME = 127.0.0.1
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;SMTP_SERVER_PORT = 25
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;SMTP_SERVER_LOGIN = foo
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;SMTP_SERVER_PASSWORD = bar
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[Network]
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ConsoleUser = "Test"
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ConsolePass = "secret"
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http_listener_port = 9000
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console_port = 0
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; ssl config: Experimental! The auto https config only really works definately on windows XP now
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; you need a Cert Request/Signed pair installed in the MY store with the CN specified below
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; you can use https on other platforms, but you'll need to configure the httpapi yourself for now
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http_listener_ssl = false ; Also create a SSL server
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http_listener_cn = "localhost" ; Use the cert with the common name
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http_listener_sslport = 9001 ; Use this port for SSL connections
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http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer
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; HTTPS for "Out of band" management applications such as the remote
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; admin module
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;
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; Create https_listener = "True" will create a listener on the port
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; specified. Provide the path to your server certificate along with it's
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; password
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; https_listener = False
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; Set our listener to this port
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; https_port = 0
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; Path to X509 certificate
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; cert_path = "path/to/cert.p12"
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; Password for cert
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; cert_pass = "password"
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; Hostname to use in llRequestURL/llRequestSecureURL
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; if not defined - default machine name is being used
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; (on Windows this mean NETBIOS name - useably only inside local network)
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; ExternalHostNameForLSL=127.0.0.1
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; What is reported as the "X-Secondlife-Shard"
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; Defaults to the user server url if not set
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; The old default is "OpenSim", set here for compatibility
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shard = "OpenSim"
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; What is reported as the "User-Agent" when using llHTTPRequest
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; Defaults to not sent if not set here. See the notes section in the wiki at
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; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
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; " (Mozilla Compatible)" to the text where there are problems with a web server
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;user_agent = "OpenSim LSL (Mozilla Compatible)"
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[XMLRPC]
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; ##
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; ## Scripting XMLRPC mapper
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; ##
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; If enabled, this will post an event, "xmlrpc_uri(string)" to the
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; script concurrently with the first remote_data event.
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; This will contain the fully qualified URI an external site needs
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; to use to send XMLRPC requests to that script
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;XmlRpcRouterModule = "XmlRpcRouterModule"
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;XmlRpcPort = 20800
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[ClientStack.LindenUDP]
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; Set this to true to process incoming packets asynchronously. Networking is
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; already separated from packet handling with a queue, so this will only
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; affect whether networking internals such as packet decoding and
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; acknowledgement accounting are done synchronously or asynchronously
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; Default is true.
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;
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;async_packet_handling = true
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; The client socket receive buffer size determines how many
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; incoming requests we can process; the default on .NET is 8192
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; which is about 2 4k-sized UDP datagrams. On mono this is
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; whatever the underlying operating system has as default; for
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; example, ubuntu 8.04 or SLES11 have about 111k, which is about
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; 27 4k-sized UDP datagrams (on linux platforms you can [as root]
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; do "sysctl net.core.rmem_default" to find out what your system
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; uses a default socket receive buffer size.
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;
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; client_socket_rcvbuf_size allows you to specify the receive
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; buffer size LLUDPServer should use. NOTE: this will be limited
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; by the system's settings for the maximum client receive buffer
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; size (on linux systems you can set that with "sysctl -w
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; net.core.rmem_max=X")
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;
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;client_socket_rcvbuf_size = 8388608
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; Maximum outbound bytes per second for a single scene. This can be used to
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; throttle total outbound UDP traffic for a simulator. The default value is
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; 0, meaning no throttling at the scene level. The example given here is
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; 20 megabits
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;
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;scene_throttle_max_bps = 2621440
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; Maximum bits per second to send to any single client. This will override
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; the user's viewer preference settings. The default value is 0, meaning no
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; aggregate throttling on clients (only per-category throttling). The
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; example given here is 1.5 megabits
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;
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;client_throttle_max_bps = 196608
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; Adaptive throttling attempts to limit network overload when multiple
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; clients login by starting each connection more slowly. Disabled by
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; default
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;
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enable_adaptive_throttles = true
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; Per-client bytes per second rates for the various throttle categories.
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; These are default values that will be overriden by clients. These
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; defaults are approximately equivalent to the throttles set by the Imprudence
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; viewer when maximum bandwidth is set to 350kbps
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;resend_default = 6625
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;land_default = 9125
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;wind_default = 1750
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;cloud_default = 1750
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;task_default = 18500
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;texture_default = 18500
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;asset_default = 10500
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; Configures how ObjectUpdates are aggregated. These numbers
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; do not literally mean how many updates will be put in each
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; packet that goes over the wire, as packets are
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; automatically split on a 1400 byte boundary. These control
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; the balance between responsiveness of interest list updates
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; and total throughput. Higher numbers will ensure more full-
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; sized packets and faster sending of data, but more delay in
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; updating interest lists
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;
|
|
;PrimUpdatesPerCallback = 100
|
|
|
|
; TextureSendLimit determines how many packets will be put on
|
|
; the outgoing queue each cycle. Like the settings above, this
|
|
; is a balance between responsiveness to priority updates and
|
|
; total throughput. Higher numbers will give a better
|
|
; throughput at the cost of reduced responsiveness to client
|
|
; priority changes or transfer aborts
|
|
;
|
|
;TextureSendLimit = 20
|
|
|
|
; Quash and remove any light properties from attachments not on the
|
|
; hands. This allows flashlights and lanterns to function, but kills
|
|
; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
|
|
; will also be affected.
|
|
;
|
|
;DisableFacelights = "false(1815)
|
|
|
|
[ClientStack.LindenCaps]
|
|
;; Long list of capabilities taken from
|
|
;; http://wiki.secondlife.com/wiki/Current_Sim_Capabilities
|
|
;; Not all are supported by OpenSim. The ones supported are
|
|
;; set to localhost. These defaults can be overwritten
|
|
;; in OpenSim.ini
|
|
;;
|
|
Cap_AttachmentResources = ""
|
|
Cap_AvatarPickerSearch = ""
|
|
Cap_ChatSessionRequest = ""
|
|
Cap_CopyInventoryFromNotecard = "localhost"
|
|
Cap_DispatchRegionInfo = ""
|
|
Cap_EstateChangeInfo = ""
|
|
Cap_EventQueueGet = "localhost"
|
|
Cap_FetchInventory = ""
|
|
Cap_ObjectMedia = "localhost"
|
|
Cap_ObjectMediaNavigate = "localhost"
|
|
Cap_FetchLib = ""
|
|
Cap_FetchLibDescendents = ""
|
|
Cap_GetDisplayNames = ""
|
|
Cap_GetTexture = "localhost"
|
|
Cap_GetMesh = "localhost"
|
|
Cap_GetObjectCost = ""
|
|
Cap_GetObjectPhysicsData = ""
|
|
Cap_GroupProposalBallot = ""
|
|
Cap_HomeLocation = ""
|
|
Cap_LandResources = ""
|
|
Cap_MapLayer = "localhost"
|
|
Cap_MapLayerGod = "localhost"
|
|
Cap_NewFileAgentInventory = "localhost"
|
|
Cap_NewFileAgentInventoryVariablePrice = "localhost"
|
|
Cap_ObjectAdd = "localhost"
|
|
Cap_ParcelPropertiesUpdate = "localhost"
|
|
Cap_ParcelMediaURLFilterList = ""
|
|
Cap_ParcelNavigateMedia = ""
|
|
Cap_ParcelVoiceInfoRequest = ""
|
|
Cap_ProductInfoRequest = ""
|
|
Cap_ProvisionVoiceAccountRequest = ""
|
|
Cap_RemoteParcelRequest = "localhost"
|
|
Cap_RequestTextureDownload = ""
|
|
Cap_SearchStatRequest = ""
|
|
Cap_SearchStatTracking = ""
|
|
Cap_SendPostcard = ""
|
|
Cap_SendUserReport = ""
|
|
Cap_SendUserReportWithScreenshot = ""
|
|
Cap_ServerReleaseNotes = ""
|
|
Cap_SimConsole = ""
|
|
Cap_SimulatorFeatures = ""
|
|
Cap_SetDisplayName = ""
|
|
Cap_StartGroupProposal = ""
|
|
Cap_TextureStats = ""
|
|
Cap_UntrustedSimulatorMessage = ""
|
|
Cap_UpdateAgentInformation = ""
|
|
Cap_UpdateAgentLanguage = ""
|
|
Cap_UpdateGestureAgentInventory = ""
|
|
Cap_UpdateNotecardAgentInventory = "localhost"
|
|
Cap_UpdateScriptAgent = "localhost"
|
|
Cap_UpdateGestureTaskInventory = ""
|
|
Cap_UpdateNotecardTaskInventory = "localhost"
|
|
Cap_UpdateScriptTask = "localhost"
|
|
Cap_UploadBakedTexture = "localhost"
|
|
Cap_UploadObjectAsset = "localhost"
|
|
Cap_ViewerStartAuction = ""
|
|
Cap_ViewerStats = ""
|
|
|
|
; The various fetch inventory caps are supported by OpenSim, but may
|
|
; lead to poor sim performance if served by the simulators,
|
|
; so they are currently disabled by default.
|
|
; FetchInventoryDescendents2 and FetchInventory2 are the ones used in the latest Linden Lab viewers (from some point in the v2 series and above)
|
|
Cap_WebFetchInventoryDescendents = ""
|
|
Cap_FetchInventoryDescendents2 = ""
|
|
Cap_FetchInventory2 = ""
|
|
|
|
|
|
[Chat]
|
|
; Controls whether the chat module is enabled. Default is true.
|
|
enabled = true;
|
|
|
|
; Distance in meters that whispers should travel. Default is 10m
|
|
whisper_distance = 10
|
|
|
|
; Distance in meters that ordinary chat should travel. Default is 20m
|
|
say_distance = 20
|
|
|
|
; Distance in meters that shouts should travel. Default is 100m
|
|
shout_distance = 100
|
|
|
|
|
|
[EntityTransfer]
|
|
; The maximum distance in regions that an agent is allowed to teleport along the x or y axis
|
|
; This is set to 4095 because current viewers can't handle teleports that are greater than this distance
|
|
max_distance = 4095
|
|
|
|
[Messaging]
|
|
; Control which region module is used for instant messaging.
|
|
; Default is InstantMessageModule (this is the name of the core IM module as well as the setting)
|
|
InstantMessageModule = InstantMessageModule
|
|
; MessageTransferModule = MessageTransferModule
|
|
; OfflineMessageModule = OfflineMessageModule
|
|
; OfflineMessageURL = http://yourserver/Offline.php
|
|
; MuteListModule = MuteListModule
|
|
; MuteListURL = http://yourserver/Mute.php
|
|
|
|
; Control whether group messages are forwarded to offline users. Default is true.
|
|
; ForwardOfflineGroupMessages = true
|
|
|
|
|
|
[Inventory]
|
|
; Control whether multiple objects sent to inventory should be coaleseced into a single item
|
|
; There are still some issues with coalescence, including the fact that rotation is not restored
|
|
; and some assets may be missing from archive files.
|
|
CoalesceMultipleObjectsToInventory = true
|
|
|
|
|
|
[Attachments]
|
|
; Controls whether avatar attachments are enabled.
|
|
; Defaults to true - only set to false for debugging purposes
|
|
Enabled = true
|
|
|
|
|
|
[Mesh]
|
|
; enable / disable Collada mesh support
|
|
; default is true
|
|
AllowMeshUpload = true
|
|
|
|
; if you use Meshmerizer and want collisions for meshies, setting this to true
|
|
; will cause OpenSim to attempt to decode meshies assets, extract the physics
|
|
; mesh, and use it for collisions.
|
|
UseMeshiesPhysicsMesh = true
|
|
|
|
|
|
[ODEPhysicsSettings]
|
|
;##
|
|
;## World Settings
|
|
;##
|
|
|
|
;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s
|
|
world_gravityx = 0
|
|
world_gravityy = 0
|
|
world_gravityz = -9.8
|
|
|
|
; Terminal velocity of a falling avatar
|
|
; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
|
|
; Max value is 255, min value is 0
|
|
avatar_terminal_velocity = 54
|
|
|
|
; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
|
|
; reference: fps = (0.089/ODE_STEPSIZE) * 1000;
|
|
world_stepsize = 0.0178
|
|
world_internal_steps_without_collisions = 10
|
|
|
|
;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
|
|
world_hashspace_size_low = -4
|
|
world_hashSpace_size_high = 128
|
|
|
|
;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
|
|
meters_in_small_space = 29.9
|
|
small_hashspace_size_low = -4
|
|
small_hashspace_size_high = 66
|
|
|
|
; ##
|
|
; ## Contact properties. (the stuff that happens when things come in contact with each other)
|
|
; ##
|
|
|
|
; surface layer around geometries other geometries can sink into before generating a contact
|
|
world_contact_surface_layer = 0.001
|
|
|
|
; Filtering collisions helps keep things stable physics wise, but sometimes
|
|
; it can be overzealous. If you notice bouncing, chances are it's that.
|
|
filter_collisions = false
|
|
|
|
; Non Moving Terrain Contact (avatar isn't moving)
|
|
nm_terraincontact_friction = 255.0
|
|
nm_terraincontact_bounce = 0.1
|
|
nm_terraincontact_erp = 0.1025
|
|
|
|
; Moving Terrain Contact (avatar is moving)
|
|
m_terraincontact_friction = 75.0
|
|
m_terraincontact_bounce = 0.05
|
|
m_terrainContact_erp = 0.05025
|
|
|
|
; Moving Avatar to object Contact
|
|
m_avatarobjectcontact_friction = 75.0
|
|
m_avatarobjectcontact_bounce = 0.1
|
|
|
|
; Object to Object Contact and Non-Moving Avatar to object
|
|
objectcontact_friction = 250.0
|
|
objectcontact_bounce = 0.2
|
|
|
|
; ##
|
|
; ## Avatar Control
|
|
; ##
|
|
|
|
; PID Controller Settings. These affect the math that causes the avatar to reach the
|
|
; desired velocity
|
|
; See http://en.wikipedia.org/wiki/PID_controller
|
|
|
|
av_pid_derivative_linux = 2200.0
|
|
av_pid_proportional_linux = 900.0;
|
|
|
|
av_pid_derivative_win = 2200.0
|
|
av_pid_proportional_win = 900.0;
|
|
|
|
;girth of the avatar. Adds radius to the height also
|
|
av_capsule_radius = 0.37
|
|
|
|
; Max force permissible to use to keep the avatar standing up straight
|
|
av_capsule_standup_tensor_win = 550000
|
|
av_capsule_standup_tensor_linux = 550000
|
|
|
|
; specifies if the capsule should be tilted (=true; old compatibility mode)
|
|
; or straight up-and-down (=false; better and more consistent physics behavior)
|
|
av_capsule_tilted = false
|
|
|
|
; used to calculate mass of avatar.
|
|
; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
|
|
; av_density * AVvolume;
|
|
av_density = 80
|
|
|
|
; use this value to cut 52% of the height the sim gives us
|
|
; Currently unused
|
|
; av_height_fudge_factor = 0.52
|
|
|
|
; Movement. Smaller is faster.
|
|
|
|
; speed of movement with Always Run off
|
|
av_movement_divisor_walk = 1.3
|
|
|
|
; speed of movement with Always Run on
|
|
av_movement_divisor_run = 0.8
|
|
|
|
; When the avatar flies, it will be moved up by this amount off the ground (in meters)
|
|
minimum_ground_flight_offset = 3.0
|
|
|
|
; ##
|
|
; ## Object options
|
|
; ##
|
|
|
|
; used in the mass calculation.
|
|
geometry_default_density = 10.000006836
|
|
|
|
; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
|
|
body_frames_auto_disable = 20
|
|
|
|
; used to control llMove2Target
|
|
body_pid_derivative = 35
|
|
body_pid_gain = 25
|
|
|
|
; maximum number of contact points to generate per collision
|
|
contacts_per_collision = 80
|
|
|
|
; amount of time a geom/body will try to cross a region border before it gets disabled
|
|
geom_crossing_failures_before_outofbounds = 5
|
|
|
|
; start throttling the object updates if object comes in contact with 3 or more other objects
|
|
geom_contactpoints_start_throttling = 3
|
|
|
|
; send 1 update for every x updates below when throttled
|
|
geom_updates_before_throttled_update = 15
|
|
|
|
; Used for llSetStatus. How rigid the object rotation is held on the axis specified
|
|
body_motor_joint_maxforce_tensor_linux = 5
|
|
body_motor_joint_maxforce_tensor_win = 5
|
|
|
|
; Maximum mass an object can be before it is clamped
|
|
maximum_mass_object = 10000.01
|
|
|
|
; ##
|
|
; ## Sculpted Prim settings
|
|
; ##
|
|
|
|
; Do we want to mesh sculpted prim to collide like they look?
|
|
mesh_sculpted_prim = true
|
|
|
|
; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
|
|
mesh_lod = 32
|
|
|
|
; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
|
|
mesh_physical_lod = 16
|
|
|
|
; ##
|
|
; ## Physics logging settings - logfiles are saved to *.DIF files
|
|
; ##
|
|
|
|
; default is false
|
|
;physics_logging = true
|
|
;; every n simulation iterations, the physics snapshot file is updated
|
|
;physics_logging_interval = 50
|
|
;; append to existing physics logfile, or overwrite existing logfiles?
|
|
;physics_logging_append_existing_logfile = true
|
|
|
|
; ##
|
|
; ## Joint support
|
|
; ##
|
|
|
|
; if you would like physics joints to be enabled through a special naming convention in the client, set this to true.
|
|
; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
|
|
; default is false
|
|
;use_NINJA_physics_joints = true
|
|
|
|
; ##
|
|
; ## additional meshing options
|
|
; ##
|
|
|
|
; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and
|
|
; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to
|
|
; true. Note that this will increase memory usage and region startup time. Default is false.
|
|
;force_simple_prim_meshing = true
|
|
|
|
[BulletSim]
|
|
; World parameters
|
|
DefaultFriction = 0.50
|
|
DefaultDensity = 10.000006836
|
|
DefaultRestitution = 0.0
|
|
Gravity = -9.80665
|
|
|
|
TerrainFriction = 0.50
|
|
TerrainHitFriction = 0.8
|
|
TerrainRestitution = 0
|
|
AvatarFriction = 0.2
|
|
AvatarRestitution = 0.0
|
|
AvatarDensity = 60.0
|
|
AvatarCapsuleRadius = 0.37
|
|
AvatarCapsuleHeight = 1.5
|
|
|
|
MaxObjectMass = 10000.01
|
|
|
|
; Dynamic parameters
|
|
LinearDamping = 0.0
|
|
AngularDamping = 0.0
|
|
DeactivationTime = 0.2
|
|
LinearSleepingThreshold = 0.8
|
|
AngularSleepingThreshold = 1.0
|
|
CcdMotionThreshold = 0.0
|
|
CcdSweptSphereRadius = 0.0
|
|
ContactProcessingThreshold = 0.1
|
|
|
|
; Whether to mesh sculpties
|
|
MeshSculptedPrim = true
|
|
|
|
; If 'true', force simple prims (box and sphere) to be meshed
|
|
ForceSimplePrimMeshing = false
|
|
|
|
; level of detail for physical meshes. 32,16,8 or 4 with 32 being full detail
|
|
MeshLevelOfDetail = 8
|
|
; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
|
|
SculptLevelOfDetail = 32
|
|
|
|
; Bullet step parameters
|
|
MaxSubSteps = 10;
|
|
FixedTimeStep = .01667
|
|
|
|
MaxCollisionsPerFrame = 2048
|
|
MaxUpdatesPerFrame = 2048
|
|
|
|
[RemoteAdmin]
|
|
enabled = false
|
|
|
|
; Set this to a nonzero value to have remote admin use a different port
|
|
port = 0
|
|
|
|
; Set this to the ip address that you want the admin server to bind to
|
|
bind_ip_address = "0.0.0.0"
|
|
|
|
; This password is required to make any XMLRPC call (should be set as the "password" parameter)
|
|
access_password = unknown
|
|
|
|
; List the IP addresses allowed to call RemoteAdmin
|
|
; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
|
|
; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
|
|
; access_ip_addresses =
|
|
|
|
; set this variable to true if you want the create_region XmlRpc
|
|
; call to unconditionally enable voice on all parcels for a newly
|
|
; created region [default: false]
|
|
create_region_enable_voice = false
|
|
|
|
; set this variable to false if you want the create_region XmlRpc
|
|
; call to create all regions as private per default (can be
|
|
; overridden in the XmlRpc call) [default: true]
|
|
create_region_public = false
|
|
|
|
; the create_region XmlRpc call uses region_file_template to generate
|
|
; the file name of newly create regions (if they are created
|
|
; persistent). the parameter available are:
|
|
; {0} - X location
|
|
; {1} - Y location
|
|
; {2} - region UUID
|
|
; {3} - region port
|
|
; {4} - region name with " ", ":", "/" mapped to "_"
|
|
region_file_template = "{0}x{1}-{2}.ini"
|
|
|
|
; we can limit the number of regions that XmlRpcCreateRegion will
|
|
; allow by setting this to a positive, non-0 number: as long as the
|
|
; number of regions is below region_limits, XmlRpcCreateRegion will
|
|
; succeed. setting region_limit to 0 disables the check.
|
|
; default is 0
|
|
;region_limit = 0
|
|
|
|
; enable only those methods you deem to be appropriate using a | delimited whitelist
|
|
; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml
|
|
; if this parameter is not specified but enabled = true, all methods will be available
|
|
enabled_methods = all
|
|
|
|
; specify the default appearance for an avatar created through the remote admin interface
|
|
; This will only take effect is the file specified by the default_appearance setting below exists
|
|
;default_male = Default Male
|
|
;default_female = Default Female
|
|
|
|
; update appearance copies inventory items and wearables of default avatars. if this value is false
|
|
; (default), just worn assets are copied to the Clothes folder; if true, all Clothes and Bodyparts
|
|
; subfolders are copied. the receiver will wear the same items the default avatar did wear.
|
|
;copy_folders = false
|
|
|
|
; path to default appearance XML file that specifies the look of the default avatars
|
|
;default_appearance = default_appearance.xml
|
|
|
|
|
|
[RestPlugins]
|
|
; Change this to true to enable REST Plugins. This must be true if you wish to use
|
|
; REST Region or REST Asset and Inventory Plugins
|
|
enabled = false
|
|
god_key = SECRET
|
|
prefix = /admin
|
|
|
|
|
|
[RestRegionPlugin]
|
|
; Change this to true to enable the REST Region Plugin
|
|
enabled = false
|
|
|
|
|
|
[RestHandler]
|
|
; Change this to true to enable the REST Asset and Inventory Plugin
|
|
enabled = false
|
|
authenticate = true
|
|
secured = true
|
|
extended-escape = true
|
|
realm = OpenSim REST
|
|
dump-asset = false
|
|
path-fill = true
|
|
dump-line-size = 32
|
|
flush-on-error = true
|
|
|
|
|
|
; IRC bridge is experimental, so if it breaks... keep both parts... yada yada
|
|
; also, not good error detection when it fails
|
|
[IRC]
|
|
enabled = false; you need to set this to true otherwise it won't connect
|
|
;server = name.of.irc.server.on.the.net
|
|
;; user password - only use this if the server requires one
|
|
;password = mypass
|
|
;nick = OpenSimBotNameProbablyMakeThisShorter
|
|
;channel = #the_irc_channel_you_want_to_connect_to
|
|
;user = "USER OpenSimBot 8 * :I'm an OpenSim to IRC bot"
|
|
;port = 6667
|
|
;; channel to listen for configuration commands
|
|
;commands_enabled = false
|
|
;command_channel = 2777
|
|
;report_clients = true
|
|
;; relay private chat connections
|
|
;; relay_private_channels = true: will relay IRC chat from/to private in-world channels
|
|
;; relay_private_channel_out -- channel to send messages out to the IRC bridge
|
|
;; relay_private_channel_in -- channel to receive message from the IRC bridge
|
|
;; relay_chat = false: IRC bridge will not relay normal chat
|
|
;; access_password -- simple security device
|
|
;;
|
|
;; so, to just relay chat from an IRC channel to in-world region and vice versa:
|
|
;;
|
|
;; relay_private_channels = false
|
|
;; relay_chat = true
|
|
;;
|
|
;; to relay chat only to/from private in-world channels:
|
|
;;
|
|
;; relay_chat = false
|
|
;; relay_private_channels = true
|
|
;; relay_private_channel_in = 2226
|
|
;; relay_private_channel_out = 2225
|
|
;;
|
|
;; in this example, all chat coming in from IRC will be send out via
|
|
;; in-world channel 2226, and all chat from in-world channel 2225 will
|
|
;; be relayed to the IRC channel.
|
|
;;
|
|
;relay_private_channels = false
|
|
;relay_private_channel_in = 2226
|
|
;relay_private_channel_out = 2225
|
|
;relay_chat = true
|
|
;access_password = foobar
|
|
|
|
;;fallback_region = name of "default" region
|
|
;;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
|
|
;; must start with "PRIVMSG {0} : " or irc server will get upset
|
|
;;for <bot>:<user in region> :<message>
|
|
;;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
|
|
;;for <bot>:<message> - <user of region> :
|
|
;msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
|
|
;;for <bot>:<message> - from <user> :
|
|
;;msgformat = "PRIVMSG {0} : {3} - from {1}"
|
|
|
|
;; exclude_list allows you to stop the IRC connector from announcing the
|
|
;;arrival and departure of certain users. For example: admins, bots.
|
|
|
|
;exclude_list=User 1,User 2,User 3
|
|
|
|
|
|
; The following settings control the progression of daytime
|
|
; in the Sim. The defaults are the same as the commented out settings
|
|
[Sun]
|
|
; number of wall clock hours for an opensim day. 24.0 would mean realtime
|
|
;day_length = 4
|
|
; Year length in days
|
|
;year_length = 60
|
|
; Day to Night Ratio
|
|
;day_night_offset = 0.45
|
|
; send a Sun update every update_interval # of frames. A lower number will
|
|
; make for smoother sun transition at the cost of network
|
|
;update_interval = 100
|
|
|
|
|
|
[Wind]
|
|
; Enables the wind module. Default is true
|
|
enabled = true
|
|
|
|
; How often should wind be updated, as a function of world frames. Approximately 50 frames a second
|
|
wind_update_rate = 150
|
|
|
|
; The Default Wind Plugin to load
|
|
wind_plugin = SimpleRandomWind
|
|
|
|
; These settings are specific to the ConfigurableWind plugin
|
|
; To use ConfigurableWind as the default, simply change wind_plugin to ConfigurableWind and uncomment the following.
|
|
; avg_strength = 5.0
|
|
; avg_direction = 0.0
|
|
; var_strength = 0.0
|
|
; var_direction = 0.0
|
|
; rate_change = 1.0
|
|
|
|
; This setting is specific to the SimpleRandomWind plugin
|
|
; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. Default is 1.0
|
|
strength = 1.0
|
|
|
|
|
|
[Cloud]
|
|
; Enable this to generate classic particle clouds above the sim.
|
|
; default is disabled - turn it on here
|
|
enabled = false
|
|
|
|
; Density of cloud cover 0.0 to 1.0 Defult 0.5
|
|
density = 0.5
|
|
|
|
; update interval for the cloud cover data returned by llCloud().
|
|
; default is 1000
|
|
cloud_update_rate = 1000
|
|
|
|
|
|
[LightShare]
|
|
; This enables the transmission of Windlight scenes to supporting clients, such as the Meta7 viewer.
|
|
; It has no ill effect on viewers which do not support server-side windlight settings.
|
|
enable_windlight = false
|
|
|
|
|
|
[Trees]
|
|
; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying
|
|
; default is false
|
|
active_trees = false
|
|
|
|
; Density of tree population
|
|
tree_density = 1000.0
|
|
|
|
|
|
[VectorRender]
|
|
; the font to use for rendering text (default: Arial)
|
|
; font_name = "Arial"
|
|
|
|
|
|
[LL-Functions]
|
|
; Set the following to true to allow administrator owned scripts to execute console commands
|
|
; currently unused
|
|
; AllowosConsoleCommand=false
|
|
|
|
AllowGodFunctions = false
|
|
|
|
; Maximum number of llListen events we allow over the entire region.
|
|
; Set this to 0 to have no limit imposed
|
|
max_listeners_per_region = 1000
|
|
|
|
; 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
|
|
; default is false
|
|
index_sims = false
|
|
|
|
; The variable data_exposure controls what the regions expose:
|
|
; minimum: exposes only things explicitly marked for search
|
|
; all: exposes everything
|
|
data_exposure = minimum
|
|
|
|
; 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. Uncomment if you want to index your data with this and/or other search providers.
|
|
;data_services="http://metaverseink.com/cgi-bin/register.py"
|
|
|
|
|
|
[Economy]
|
|
; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only -
|
|
; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
|
|
; There is no intention to implement anything further in core OpenSimulator.
|
|
; This functionality has to be provided by third party modules.
|
|
|
|
;; Enables selling things for $0. Default is true.
|
|
SellEnabled = true
|
|
|
|
;; Money Unit fee to upload textures, animations etc. Default is 0.
|
|
PriceUpload = 0
|
|
|
|
;; Money Unit fee to create groups. Default is 0.
|
|
PriceGroupCreate = 0
|
|
|
|
; 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
|
|
|
|
|
|
[XEngine]
|
|
; Enable this engine in this OpenSim instance
|
|
Enabled = true
|
|
|
|
; How many threads to keep alive even if nothing is happening
|
|
MinThreads = 2
|
|
|
|
; How many threads to start at maximum load
|
|
MaxThreads = 100
|
|
|
|
; Time a thread must be idle (in seconds) before it dies
|
|
IdleTimeout = 60
|
|
|
|
; 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
|
|
|
|
; Set this to true (the default) to load each script into a separate
|
|
; AppDomain. Setting this to false will load all script assemblies into the
|
|
; current AppDomain, which will reduce the per-script overhead at the
|
|
; expense of reduced security and the inability to garbage collect the
|
|
; script assemblies
|
|
AppDomainLoading = true
|
|
|
|
; Rate to poll for asynchronous command replies (ms)
|
|
; currently unused
|
|
;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,cs,js,vb.
|
|
; *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk.
|
|
AllowedCompilers=lsl
|
|
|
|
; Compile debug info (line numbers) into the script assemblies
|
|
CompileWithDebugInformation = true
|
|
|
|
; Allow the user of mod* functions. This allows a script to pass messages
|
|
; to a region module via the modSendCommand() function
|
|
; Default is false
|
|
AllowMODFunctions = false
|
|
|
|
; Allow the use of os* functions (some are dangerous)
|
|
AllowOSFunctions = false
|
|
|
|
; Allow the user of LightShare functions
|
|
AllowLightShareFunctions = false
|
|
|
|
; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
|
|
OSFunctionThreatLevel = VeryLow
|
|
|
|
; OS Functions enable/disable
|
|
; For each function, you can add one line, as shown
|
|
; The default for all functions allows them if below threat level
|
|
|
|
; true allows the use of the function unconditionally
|
|
; Allow_osSetRegionWaterHeight = true
|
|
|
|
; false disables the function completely
|
|
; Allow_osSetRegionWaterHeight = false
|
|
|
|
; Comma separated list of UUIDS allows the function for that list of UUIDS
|
|
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
|
|
|
|
; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
|
|
; - PARCEL_GROUP_MEMBER: allow if objectgroup is the same group as the parcel
|
|
; - PARCEL_OWNER: allow if the objectowner is parcelowner
|
|
; - ESTATE_MANAGER: allow if the object owner is a estate manager
|
|
; - ESTATE_OWNER: allow if objectowner is estateowner
|
|
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...
|
|
|
|
; You can also use script creators as the uuid
|
|
; Creators_osSetRegionWaterHeight = <uuid>, ...
|
|
|
|
; If both Allow_ and Creators_ are given, effective permissions
|
|
; are the union of the two.
|
|
|
|
; 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
|
|
|
|
; Sets the multiplier for the scripting delays
|
|
ScriptDelayFactor = 1.0
|
|
|
|
; The factor the 10 m distances llimits are multiplied by
|
|
ScriptDistanceLimitFactor = 1.0
|
|
|
|
; Maximum length of notecard line read
|
|
; Increasing this to large values potentially opens
|
|
; up the system to malicious scripters
|
|
; NotecardLineReadCharsMax = 255
|
|
|
|
; Sensor settings
|
|
SensorMaxRange = 96.0
|
|
SensorMaxResults = 16
|
|
|
|
; Allow for llCreateLink and llBreakLink to work without asking for permission
|
|
; only enable this in a trusted environment otherwise you may be subject to hijacking
|
|
; AutomaticLinkPermission = false
|
|
|
|
; Disable underground movement of prims (default true); set to
|
|
; false to allow script controlled underground positioning of
|
|
; prims
|
|
; DisableUndergroundMovement = true
|
|
|
|
;; Path to script assemblies
|
|
; ScriptEnginesPath = "ScriptEngines"
|
|
|
|
; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
|
|
; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
|
|
; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
|
|
; by scripts have changed.
|
|
; DeleteScriptsOnStartup = false
|
|
|
|
|
|
[OpenGridProtocol]
|
|
;These are the settings for the Open Grid Protocol.. the Agent Domain, Region Domain, you know..
|
|
;On/true or Off/false
|
|
ogp_enabled=false
|
|
|
|
;Name Prefix/suffix when using OGP
|
|
ogp_firstname_prefix=""
|
|
ogp_lastname_suffix="_EXTERNAL"
|
|
|
|
|
|
[Concierge]
|
|
; Enable concierge module
|
|
; Default is false
|
|
enabled = false
|
|
|
|
; name of the concierge
|
|
whoami = "jeeves"
|
|
|
|
; password for updating the welcome message templates via XmlRpc
|
|
password = SECRET
|
|
|
|
; regex specifying for which regions concierge service is desired; if
|
|
; empty, then for all
|
|
regions = "^MeetingSpace-"
|
|
|
|
; for each region that matches the regions regexp you can provide
|
|
; (optionally) a welcome template using format substitution:
|
|
; {0} is replaced with the name of the avatar entering the region
|
|
; {1} is replaced with the name of the region
|
|
; {2} is replaced with the name of the concierge (whoami variable above)
|
|
|
|
welcomes = /path/to/welcome/template/directory
|
|
|
|
; Concierge can send attendee lists to an event broker whenever an
|
|
; avatar enters or leaves a concierged region. the URL is subject
|
|
; to format substitution:
|
|
; {0} is replaced with the region's name
|
|
; {1} is replaced with the region's UUID
|
|
broker = "http://broker.place.com/{1}"
|
|
|
|
|
|
[MRM]
|
|
; Enables the Mini Region Modules Script Engine.
|
|
; default is false
|
|
Enabled = false
|
|
|
|
; Runs MRM in a Security Sandbox
|
|
; WARNING: DISABLING IS A SECURITY RISK.
|
|
Sandboxed = true
|
|
|
|
; The level sandbox to use, adjust at your OWN RISK.
|
|
; Valid values are:
|
|
; * FullTrust
|
|
; * SkipVerification
|
|
; * Execution
|
|
; * Nothing
|
|
; * LocalIntranet
|
|
; * Internet
|
|
; * Everything
|
|
SandboxLevel = "Internet"
|
|
|
|
; Only allow Region Owners to run MRMs
|
|
; May represent a security risk if you disable this.
|
|
OwnerOnly = true
|
|
|
|
|
|
[Hypergrid]
|
|
; Keep it false for now. Making it true requires the use of a special client in order to access inventory
|
|
safemode = false
|
|
|
|
|
|
[VivoxVoice]
|
|
; The VivoxVoice module will allow you to provide voice on your
|
|
; region(s). It uses the same voice technology as the LL grid and
|
|
; works with recent LL clients (we have tested 1.22.9.110075, so
|
|
; anything later ought to be fine as well).
|
|
;
|
|
; For this to work you need to obtain an admin account from Vivox
|
|
; that allows you to create voice accounts and region channels.
|
|
|
|
enabled = false
|
|
|
|
; vivox voice server
|
|
vivox_server = www.foobar.vivox.com
|
|
|
|
; vivox SIP URI
|
|
vivox_sip_uri = foobar.vivox.com
|
|
|
|
; vivox admin user name
|
|
vivox_admin_user = DeepThroat
|
|
|
|
; vivox admin password
|
|
vivox_admin_password = VoiceG4te
|
|
|
|
; channel type: "channel" or "positional"
|
|
; - positional: spatial sound (default)
|
|
; - channel: normal "conference call", no spatial sound
|
|
;vivox_channel_type = positional
|
|
|
|
; channel characteristics (unless you know what you are doing, i'd
|
|
; leave them as they are --- now you WILL muck around with them,
|
|
; huh? sigh)
|
|
|
|
; channel distance model:
|
|
; 0 - no attenuation
|
|
; 1 - inverse distance attenuation
|
|
; 2 - linear attenuation (default)
|
|
; 3 - exponential attenuation
|
|
;vivox_channel_distance_model = 2
|
|
|
|
; channel mode:
|
|
; - "open" (default)
|
|
; - "lecture"
|
|
; - "presentation"
|
|
; - "auditorium"
|
|
;vivox_channel_mode = "open"
|
|
|
|
; channel roll off: rate of attenuation
|
|
; - a value between 1.0 and 4.0, default is 2.0
|
|
;vivox_channel_roll_off = 2.0
|
|
|
|
; channel max range: distance at which channel is silent
|
|
; - a value between 0 and 160, default is 80
|
|
;vivox_channel_max_range = 80
|
|
|
|
; channel clamping distance: distance before attenuation applies
|
|
; - a value between 0 and 160, default is 10
|
|
;vivox_channel_clamping_distance = 10
|
|
|
|
|
|
[Groups]
|
|
Enabled = false
|
|
|
|
; This is the current groups stub in Region.CoreModules.Avatar.Groups. All the other settings below only really
|
|
; apply to the Flotsam/SimianGrid GroupsModule
|
|
Module = Default
|
|
|
|
; This module can use a PHP XmlRpc server from the Flotsam project at http://code.google.com/p/flotsam/
|
|
; or from the SimianGrid project at http://code.google.com/p/openmetaverse
|
|
;Module = GroupsModule
|
|
|
|
; Enable Group Notices
|
|
;NoticesEnabled = true
|
|
|
|
; This makes the Groups modules very chatty on the console.
|
|
DebugEnabled = false
|
|
|
|
; Groups data is cached for this number of seconds before another request is made to the groups service
|
|
; Set to 0 to disable the cache.
|
|
; Default is 30 seconds
|
|
GroupsCacheTimeout = 30
|
|
|
|
; Specify which messaging module to use for groups messaging and if it's enabled
|
|
MessagingModule = GroupsMessagingModule
|
|
;MessagingEnabled = true
|
|
|
|
; Service connectors to the Groups Service. Select one depending on whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
|
|
|
|
; SimianGrid Service for Groups
|
|
;ServicesConnectorModule = SimianGroupsServicesConnector
|
|
;GroupsServerURI = http://mygridserver.com:82/Grid/
|
|
|
|
; Flotsam XmlRpc Service for Groups
|
|
;ServicesConnectorModule = XmlRpcGroupsServicesConnector
|
|
;GroupsServerURI = http://yourxmlrpcserver.com/xmlrpc.php
|
|
|
|
; XmlRpc Security settings. These must match those set on your backend groups service if the service is using these keys
|
|
;XmlRpcServiceReadKey = 1234
|
|
;XmlRpcServiceWriteKey = 1234
|
|
|
|
; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests,
|
|
; this is a work around fora problem discovered on some Windows based region servers.
|
|
; Only disable keep alive if you see a large number (dozens) of the following Exceptions:
|
|
; System.Net.WebException: The request was aborted: The request was canceled.
|
|
; XmlRpcDisableKeepAlive = false
|
|
|
|
|
|
[PacketPool]
|
|
; Enables the experimental packet pool. Yes, we've been here before.
|
|
;RecyclePackets = true;
|
|
;RecycleDataBlocks = true;
|
|
|
|
|
|
[InterestManagement]
|
|
; This section controls how state updates are prioritized for each client
|
|
; Valid values are BestAvatarResponsiveness, Time, Distance,
|
|
; SimpleAngularDistance, and FrontBack
|
|
UpdatePrioritizationScheme = BestAvatarResponsiveness
|
|
ReprioritizationEnabled = true
|
|
ReprioritizationInterval = 2000.0
|
|
RootReprioritizationDistance = 10.0
|
|
ChildReprioritizationDistance = 20.0
|
|
|
|
[Monitoring]
|
|
; Enable region monitoring
|
|
; If true, this will print out an error if more than a minute has passed since the last simulator frame
|
|
; Also is another source of region statistics provided via the regionstats URL
|
|
Enabled = true
|
|
|
|
; View region statistics via a web page
|
|
; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page
|
|
; Use a web browser and type in the "Login URI" + "/SStats/"
|
|
; For example- http://127.0.0.1:9000/SStats/
|
|
[WebStats]
|
|
; enabled=false
|
|
|
|
|
|
[MediaOnAPrim]
|
|
; Enable media on a prim facilities
|
|
Enabled = true;
|
|
|
|
[NPC]
|
|
;; Enable Non Player Character (NPC) facilities
|
|
Enabled = false
|
|
|
|
[Terrain]
|
|
InitialTerrain = "pinhead-island"
|
|
|
|
;;
|
|
;; If you are using a simian grid frontend you can enable
|
|
;; this module to upload tile images for the mapping fn
|
|
;;
|
|
[SimianGridMaptiles]
|
|
Enabled = False
|
|
MaptileURL = "http://www.mygrid.com/Grid/"
|
|
RefreshTime = 3600
|
|
|
|
;;
|
|
;; These are defaults that are overwritten below in [Architecture].
|
|
;; These defaults allow OpenSim to work out of the box with
|
|
;; zero configuration
|
|
;;
|
|
[AssetService]
|
|
DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
|
|
AssetLoaderArgs = "assets/AssetSets.xml"
|
|
|
|
; Disable this to prevent the default asset set from being inserted into the
|
|
; asset store each time the region starts
|
|
AssetLoaderEnabled = true
|
|
|
|
[GridService]
|
|
;; default standalone, overridable in StandaloneCommon.ini
|
|
StorageProvider = "OpenSim.Data.Null.dll:NullRegionData"
|
|
|
|
[AutoBackupModule]
|
|
;; default is module is disabled at the top level
|
|
AutoBackupModuleEnabled = false
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[Modules]
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Include-modules = "addon-modules/*/config/*.ini"
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