633 lines
22 KiB
Plaintext
633 lines
22 KiB
Plaintext
[Startup]
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; Set this to true if you are connecting your OpenSimulator regions to a grid
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; Set this to false if you are running OpenSimulator in standalone mode
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gridmode = false
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; ##
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; ## REGIONS
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; ##
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; Determine where OpenSimulator looks for the files which tell it which regions to server
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; Defaults to "filesystem" if this setting isn't present
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region_info_source = "filesystem"
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; region_info_source = "web"
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; Determines where the region XML files are stored if you are loading these from the filesystem.
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; Defaults to bin/Regions in your OpenSimulator installation directory
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; regionload_regionsdir="C:\somewhere\xmlfiles\"
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; Determines the page from which regions xml is retrieved if you are loading these from the web
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; The XML here has the same format as it does on the filesystem (including the <Root> tag),
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; except that everything is also enclosed in a <Regions> tag.
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; regionload_webserver_url = "http://example.com/regions.xml";
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; Draw objects on maptile. This step might take a long time if you've got a huge amount of
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; objects, so you can turn it off here if you'd like.
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DrawPrimOnMapTile = true
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; ##
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; ## STORAGE
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; ##
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; *** Prim Storage - only leave one storage_plugin uncommented ***
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; --- Null stores nothing - effectively disabling persistence:
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storage_plugin = "OpenSim.Data.Null.dll"
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; --- To use sqlite as region storage:
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;storage_plugin = "OpenSim.Data.SQLite.dll"
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storage_connection_string="URI=file:OpenSim.db,version=3";
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; --- To use MySQL storage, supply your own connectionstring (this is only an example):
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; note that the supplied account needs create privilegies if you want it to auto-create needed tables.
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; storage_plugin="OpenSim.Data.MySQL.dll"
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; storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
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; turn on experimental storage of prim inventories in the region database
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; Prim inventory storage is now turned on by default
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; However, this option remains in case it needs to be disabled
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; More details of the current state of this can be found at
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;
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; http://opensimulator.org/wiki/OpenSim:Prim_Inventory_Persistence
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;
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storage_prim_inventories = true
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; Select whether you want to use local or grid asset storage.
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;
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; If you're running in standalone, you definitely want local, since there is no grid (hence this is redundant, and should
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; really be eliminated). The database itself is defined in asset_plugin below
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;
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; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
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; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
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; locally. This will mean you won't be able to take items using your assets to other people's regions.
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asset_database = "local"
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;asset_database = "grid"
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; Should avatars in neighbor sims see objects in this sim?
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see_into_this_sim_from_neighbor = True
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; ##
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; ## PHYSICS
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; ##
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; Select a mesher here. ZeroMesher is save and fast.
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; ZeroMesher also means that the physics engine models the physics of prims
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; sticking to the basic shapes the engine does support. Usually this is only a box.
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; Meshmerizer gives a better handling of complex prims by using triangle meshes.
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; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
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;
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meshing = ZeroMesher
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;meshing = Meshmerizer
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; Choose one of the physics engines below
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physics = basicphysics
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;physics = POS
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;physics = OpenDynamicsEngine
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;physics = modified_BulletX
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startup_console_commands_file = "startup_commands.txt"
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shutdown_console_commands_file = "shutdown_commands.txt"
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;permissionmodules = "DefaultPermissionsModule"
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serverside_object_permissions = false
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; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true.
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physical_prim = true
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; To run a script every few minutes, set the script filename here
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; timer_Script = "filename"
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; ##
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; ## ScriptEngine
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; ##
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; These are region modules loaded into each region to provide script support
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; Scripts may be everything from LSL or C# scripts put in prims to whole game systems that controls the whole grid.
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; You can load multiple modules by separating them with a coma.
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;
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; Example:
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;script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll,OpenSim.Region.ScriptEngine.RemoteServer.dll
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;
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; This is the current and most stable ScriptEngine:
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script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll
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;Experimental remote ScriptServer plugin (does not currently work):
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;script_engine = OpenSim.Region.ScriptEngine.RemoteServer.dll
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[StandAlone]
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accounts_authenticate = true
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welcome_message = "Welcome to OpenSim"
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; Asset database provider
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asset_plugin = "OpenSim.Data.SQLite.dll"
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; asset_plugin = "OpenSim.Data.MySQL.dll" ; for mysql
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; asset_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
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; the Asset DB source. This only works for sqlite and nhibernate for now
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; Asset Source SQLite Exampe
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; asset_source = "URI=file:Asset.db,version=3"
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; Asset Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING)
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; asset_source = "SQLiteDialect;SqliteClientDriver;URI=file:Asset.db,version=3"
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; Inventory database provider
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inventory_plugin = "OpenSim.Data.SQLite.dll"
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; inventory_plugin = "OpenSim.Data.MySQL.dll"
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; inventory_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
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; Inventory Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING)
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; inventory_source = "SQLiteDialect;SqliteClientDriver;URI=file:Inventory.db,version=3"
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; User Data Database provider
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userDatabase_plugin = "OpenSim.Data.SQLite.dll"
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; userDatabase_plugin = "OpenSim.Data.MySQL.dll"
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; userDatabase_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
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; User Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING)
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; user_source = "SQLiteDialect;SqliteClientDriver;URI=file:User.db,version=3"
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default_location_x = 1000
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default_location_y = 1000
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dump_assets_to_file = false
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[Network]
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http_listener_port = 9000
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remoting_listener_port = 8895
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; Uncomment below to enable llRemoteData/remote channels
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; remoteDataPort = 20800
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grid_server_url = "http://127.0.0.1:8001"
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grid_send_key = "null"
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grid_recv_key = "null"
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user_server_url = "http://127.0.0.1:8002"
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user_send_key = "null"
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user_recv_key = "null"
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asset_server_url = "http://127.0.0.1:8003"
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inventory_server_url = "http://127.0.0.1:8004"
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[Chat]
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whisper_distance = 10
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say_distance = 30
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shout_distance = 100
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[ODEPhysicsSettings]
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;##
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;## World Settings
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;##
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;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s
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world_gravityx = 0
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world_gravityy = 0
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world_gravityz = -9.8
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; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
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; reference: fps = (0.09375/ODE_STEPSIZE) * 1000;
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world_stepsize = 0.020
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world_internal_steps_without_collisions = 10
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;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
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world_hashspace_size_low = -4
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world_hashSpace_size_high = 128
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;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
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meters_in_small_space = 29.9
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small_hashspace_size_low = -4
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small_hashspace_size_high = 66
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; ##
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; ## Contact properties. (the stuff that happens when things come in contact with each other)
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; ##
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; surface layer around geometries other geometries can sink into before generating a contact
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world_contact_surface_layer = 0.001
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; Non Moving Terrain Contact (avatar isn't moving)
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nm_terraincontact_friction = 255.0
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nm_terraincontact_bounce = 0.1
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nm_terraincontact_erp = 0.1025
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; Moving Terrain Contact (avatar is moving)
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m_terraincontact_friction = 75.0
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m_terraincontact_bounce = 0.05
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m_terrainContact_erp = 0.05025
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; Moving Avatar to object Contact
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m_avatarobjectcontact_friction = 75.0
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m_avatarobjectcontact_bounce = 0.1
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; Object to Object Contact and Non-Moving Avatar to object
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objectcontact_friction = 250.0
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objectcontact_bounce = 0.2
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; ##
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; ## Avatar Control
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; ##
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; PID Controller Settings. These affect the math that causes the avatar to reach the
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; desired velocity
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; See http://en.wikipedia.org/wiki/PID_controller
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av_pid_derivative_linux = 3200.0
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av_pid_proportional_linux = 1400.0
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av_pid_derivative_win = 2200.0
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av_pid_proportional_win = 900.0;
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;girth of the avatar. Adds radius to the height also
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av_capsule_radius = 0.37
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; Max force permissible to use to keep the avatar standing up straight
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av_capsule_standup_tensor_win = 550000
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av_capsule_standup_tensor_linux = 2000000
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; used to calculate mass of avatar.
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; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
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; av_density * AVvolume;
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av_density = 80
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; use this value to cut 52% of the height the sim gives us
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av_height_fudge_factor = 0.52
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; Movement. Smaller is faster.
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; speed of movement with Always Run off
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av_movement_divisor_walk = 1.3
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; speed of movement with Always Run on
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av_movement_divisor_run = 0.8
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; ##
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; ## Object options
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; ##
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; used in the mass calculation.
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geometry_default_density = 10.000006836
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; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
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body_frames_auto_disable = 20
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; used to control llMove2Target
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body_pid_derivative = 35
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body_pid_gain = 25
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; amount of time a geom/body will try to cross a region border before it gets disabled
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geom_crossing_faiures_before_outofbounds = 5
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; start throttling the object updates if object comes in contact with 3 or more other objects
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geom_contactpoints_start_throttling = 3
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; send 1 update for every x updates below when throttled
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geom_updates_before_throttled_update = 15
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; Used for llSetStatus. How rigid the object rotation is held on the axis specified
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body_motor_joint_maxforce_tensor_linux = 2
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body_motor_joint_maxforce_tensor_win = 5
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; ##
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; ## Sculpted Prim settings
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; ##
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; Do we want to mesh sculpted prim to collide like they look?
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mesh_sculpted_prim = true
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; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
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mesh_lod = 32
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; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
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mesh_physical_lod = 16
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; ##
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; ## Physics logging settings - logfiles are saved to *.DIF files
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; ##
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;physics_logging = true
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;; every n simulation iterations, the physics snapshot file is updated
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;physics_logging_interval = 50
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;; append to existing physics logfile, or overwrite existing logfiles?
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;physics_logging_append_existing_logfile = true
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[RemoteAdmin]
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enabled = false
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access_password = unknown
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[RestPlugins]
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enabled = false
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password = unknown
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prefix = /admin
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[RestRegionPlugin]
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enabled = false
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; Uncomment the following for IRC bridge
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; experimental, so if it breaks... keep both parts... yada yada
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; also, not good error detection when it fails
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;[IRC]
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;enabled = true ; you need to set this otherwise it won't connect
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;server = name.of.irc.server.on.the.net
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;nick = OpenSimBotNameProbablyMakeThisShorter
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;channel = #the_irc_channel_you_want_to_connect_to
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;port = 6667
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;fallback_region = name of "default" region
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;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
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; must start with "PRIVMSG {0} : " or irc server will get upset
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;for <bot>:<user in region> :<message>
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;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
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;for <bot>:<message> - <user of region> :
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msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
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;for <bot>:<message> - from <user> :
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;msgformat = "PRIVMSG {0} : {3} - from {1}"
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[Voice]
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; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs
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enabled = false
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; This is not supported by the SLViewer right now and
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; hardcoded within the SL Viewer. Maybe it will be
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; changed in future. :-)
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account_management_server = https://www.bhr.vivox.com/api2
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; Global SIP Server for conference calls
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sip_domain = testserver.com
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[AsteriskVoice]
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; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs
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enabled = false
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; SIP account server domain
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sip_domain = testserver.com
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; SIP conf server domain
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conf_domain = testserver.com
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; URL of the asterisk opensim frontend
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asterisk_frontend = http://testserver.com:49153/
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; password for the asterisk frontend XmlRpc calls
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asterisk_password = bah-humbug
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; timeout for XmlRpc calls to asterisk front end (in ms)
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asterisk_timeout = 3000
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; salt for asterisk nonces
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asterisk_salt = paluempalum
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; Uncomment the following to control the progression of daytime
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; in the Sim. The defaults are what is shown below
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;[Sun]
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; number of wall clock hours for an opensim day. 24.0 would mean realtime
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;day_length = 0.5
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; send a Sun update ever frame_rate # of frames. A lower number will
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; make for smoother sun transition at the cost of network
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;frame_rate = 100
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[ScriptEngine.DotNetEngine]
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;
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; These settings are specific to DotNetEngine script engine
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; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file.
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;
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; When a script receives an event the event is queued.
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; Any free thread will start executing this event. One script can only have one event executed simultaneously.
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; If you have only one thread, and one script has a loop or does a lot of work, then no other scripts can run at the same time.
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; Same if you have 10 threads, then only 10 scripts can be run simultaneously.
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; But because most scripts exit after their task, the threads are free to go on to the next script.
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; Refresh ScriptEngine config options (these settings) every xx seconds
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; 0 = Do not refresh
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; Set it to number of seconds between refresh, for example 30.
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; Will allow you to change ScriptEngine settings while server is running just by using "CONFIG SET" on console
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; For example to increase or decrease number of threads: CONFIG SET NumberOfScriptThreads 10
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; NOTE! Disabled for now. Feature does not work.
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RefreshConfig=0
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; Number of threads to use for script event execution
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; Threads are shared across all regions
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NumberOfScriptThreads=2
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; Script event execution thread priority inside application.
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; Valid values: Lowest, BelowNormal, Normal, AboveNormal, Highest
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ScriptThreadPriority=BelowNormal
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; How long MAX should a script event be allowed to run (per event execution)?
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; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function
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; There is also a small speed penalty for every kill that is made
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MaxEventExecutionTimeMs=5000
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; Should we enable the max script event execution thread to look for scripts that exceed their timeslice?
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EnforceMaxEventExecutionTime=true
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; Should we stop the script completely when time exceeds?
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; This is useful if you have a high <MaxEventExecutionTimeMs> and want to deactivate scripts that go wrong
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; Note that for example physics engine can slow down the system and make scripts spend more time
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DeactivateScriptOnTimeout=false
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; If no scripts have executed in this pass how long should we sleep before checking again
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; Impact:
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; Too low and you will waste lots of CPU
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; Too high and people touching object or similar will have to wait up to this amount of time before script responding
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SleepTimeIfNoScriptExecutionMs=50
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; AppDomains are used for two things:
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; * Security: Scripts inside AppDomains are limited in permissions.
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; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded.
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; AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims).
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; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
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ScriptsPerAppDomain=1
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; MaintenanceLoop
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; How often to run maintenance loop
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; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time
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MaintenanceLoopms=50
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; How many maintenanceloops between each of these.
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; (if 2 then function will be executed every MaintenanceLoopms*2 ms)
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; Script loading/unloading
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; How long load/unload thread should sleep if there is nothing to do
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; Higher value makes it respond slower when scripts are added/removed from prims
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; But once active it will process all in queue before sleeping again
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MaintenanceLoopTicks_ScriptLoadUnload=1
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; Other tasks
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; check if we need to reload config, adjust running config and enforce max execution time
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MaintenanceLoopTicks_Other=10
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; Maximum number of items in load/unload queue before we start rejecting loads
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; Note that we will only be rejecting load. Unloads will still be able to queue.
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LoadUnloadMaxQueueSize=100
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; Maximum number of (LSL) events that can be queued before new events are ignored.
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EventExecutionMaxQueueSize=300
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; Async LL command sleep
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; If no async LL commands are waiting, how long should thread sleep before checking again
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; Async LL commands are LSL-commands that causes an event to be fired back with result
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AsyncLLCommandLoopms=50
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; When script is converted from LSL to C#, or just plain compiled, a copy of the script source will be put in the ScriptEngine folder
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WriteScriptSourceToDebugFile=true
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; Specify default script compiler
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; If you do not specify //cs, //vb, //js or //lsl tag as the first characters of your script then the default compiler will be chosen
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; Valid languages are: lsl, cs, js and vb
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DefaultCompileLanguage=lsl
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; Specify what compilers are allowed to be used
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; Note vb only works on Windows for now (Mono lacks VB compile support)
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; Valid languages are: lsl, cs, js and vb
|
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AllowedCompilers=lsl,cs,js,vb
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|
|
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; Compile scripts with debugging
|
|
; Probably a thousand times slower, but gives you a line number when something goes wrong.
|
|
CompileWithDebugInformation=true
|
|
|
|
; Remove old scripts on next startup
|
|
CleanUpOldScriptsOnStartup=true
|
|
|
|
[LL-Functions]
|
|
; Set the following to true to allow administrator owned scripts to execute console commands
|
|
AllowosConsoleCommand=false
|
|
|
|
AllowGodFunctions = false
|
|
|
|
; Maximum number of llListen events we allow per script
|
|
; Set this to 0 to have no limit imposed.
|
|
max_listens_per_script = 64
|
|
|
|
[DataSnapshot]
|
|
; The following set of configs pertains to search.
|
|
; Set index_sims to true to enable search engines to index your searchable data
|
|
; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
|
|
index_sims = false
|
|
; If search is on, change this to your grid name; will be ignored for standalones
|
|
gridname = "OSGrid"
|
|
; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.
|
|
; Later, you may want to increase this to 3600 (1 hour) or more
|
|
default_snapshot_period = 1200
|
|
; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
|
|
snapshot_cache_directory = "DataSnapshot"
|
|
; This semicolon-separated string serves to notify specific data services
|
|
; about the existence of this sim.
|
|
data_services="http://metaverseink.com/cgi-bin/register.py"
|
|
|
|
|
|
[Economy]
|
|
; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only -
|
|
; In grid mode, use this currency XMLRPC server. Leave blank for normal functionality
|
|
CurrencyServer = ""
|
|
; "http://192.168.1.127/currency.php"
|
|
|
|
; In grid mode, this is the land XMLRPC server. Leave blank for normal functionality
|
|
LandServer = ""
|
|
;"http://192.168.1.127/landtool.php"
|
|
|
|
; 45000 is the highest value that the sim could possibly report because of protocol constraints
|
|
ObjectCapacity = 45000
|
|
|
|
; Money Unit fee to upload textures, animations etc
|
|
PriceUpload = 0
|
|
|
|
; Money Unit fee to create groups
|
|
PriceGroupCreate = 0
|
|
|
|
; This is the account Money goes to for fees. Remember, economy requires that money circulates somewhere... even if it's an upload fee
|
|
EconomyBaseAccount = 00000000-0000-0000-0000-000000000000
|
|
|
|
; This is the type of user that will pay fees.
|
|
; Set this to 2 for users, estate managers and Estate Owners
|
|
; Set this to 1 for Users and Estate Managers
|
|
; Set this to 0 for Users only.
|
|
; -1 disables
|
|
UserLevelPaysFees = -1
|
|
|
|
; Amount to give to user as a stipend
|
|
UserStipend = 1000
|
|
|
|
; When a user gets low on money units and logs off, then logs back on, issue a new stipend if they have less money units then this
|
|
; amount. Be aware that the account money isn't stored anywhere so users will get a stipend if you restart the simulator
|
|
IssueStipendWhenClientIsBelowAmount = 10
|
|
|
|
; If this is true, the simulator will remember account balances until the simulator is shutdown or restarted.
|
|
KeepMoneyAcrossLogins = true
|
|
|
|
; We don't really know what the rest of these values do. These get sent to the client
|
|
; These taken from Agni at a Public Telehub. Change at your own risk.
|
|
ObjectCount = 0
|
|
PriceEnergyUnit = 100
|
|
PriceObjectClaim = 10
|
|
PricePublicObjectDecay = 4
|
|
PricePublicObjectDelete = 4
|
|
PriceParcelClaim = 1
|
|
PriceParcelClaimFactor = 1
|
|
|
|
PriceRentLight = 5
|
|
TeleportMinPrice = 2
|
|
TeleportPriceExponent = 2
|
|
EnergyEfficiency = 1
|
|
PriceObjectRent = 1
|
|
PriceObjectScaleFactor = 10
|
|
PriceParcelRent = 1
|
|
|
|
|
|
[SVN]
|
|
Enabled = false
|
|
Directory = SVNmodule\repo
|
|
URL = "svn://your.repo.here/"
|
|
Username = "user"
|
|
Password = "password"
|
|
ImportOnStartup = false
|
|
Autosave = false
|
|
AutoSavePeriod = 15 ; Number of minutes between autosave backups
|
|
|
|
|
|
[XEngine]
|
|
; How many threads to keep alive even if nothing is happening
|
|
MinThreads = 2
|
|
; How many threads to start at maximum load
|
|
MaxThreads = 100
|
|
; Time a thread must be idle (in seconds) before it dies
|
|
IdleTimeout = 60
|
|
; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
|
|
Priority = "BelowNormal"
|
|
; Maximum number of events to queue for a script (excluding timers)
|
|
MaxScriptEventQueue = 300
|
|
; Stack size per thread created
|
|
ThreadStackSize = 262144
|
|
; Rate to poll for asynchronous command replies (ms)
|
|
AsyncLLCommandLoopms = 50
|
|
; Save the source of all compiled scripts
|
|
WriteScriptSourceToDebugFile = false
|
|
; Default language for scripts
|
|
DefaultCompileLanguage = lsl
|
|
; List of allowed languages (lsl,vb,js,cs)
|
|
AllowedCompilers = lsl
|
|
; Compile debug info (line numbers) into the script assemblies
|
|
CompileWithDebugInformation = true
|
|
; Allow the use of os* functions (some are dangerous)
|
|
AllowOSFunctions = false
|
|
; Interval (s) between background save of script states
|
|
SaveInterval = 120
|
|
; Interval (s) between maintenance runs (0 = disable)
|
|
MaintenanceInterval = 10
|
|
; Time a script can spend in an event handler before it is interrupted
|
|
EventLimit = 30
|
|
; If a script overruns it's event limit, kill the script?
|
|
KillTimedOutScripts = false
|
|
; Allow OS console command functionality (VERY DANGEROUS!!)
|
|
AllowosConsoleCommand = false
|