2231 lines
		
	
	
		
			88 KiB
		
	
	
	
		
			INI
		
	
	
			
		
		
	
	
			2231 lines
		
	
	
		
			88 KiB
		
	
	
	
		
			INI
		
	
	
| ; This file contains defaults for various settings in OpenSimulator.  These can be overriden
 | |
| ; by changing the same setting in OpenSim.ini (once OpenSim.ini.example has been copied to OpenSim.ini).
 | |
| 
 | |
| [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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| 
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|     ; Console commands can be saved to a file, so the command history persists after a restart. (default is true)
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|     ConsoleHistoryFileEnabled = true
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| 
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|     ; Log file location. This can be set to a simple file path
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|     ; LogFile = OpenSim.log
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| 
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|     ; The history file can be just a filename (relative to OpenSim's bin/ directory
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|     ; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
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|     ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
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| 
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|     ; How many lines of command history should we keep? (default is 100)
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|     ConsoleHistoryFileLines = 100
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| 
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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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| 
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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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| 
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|     ; Place to create a PID file
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|     ; PIDFile = "/tmp/OpenSim.exe.pid"
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| 
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|     ; Console commands run at startup
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|     startup_console_commands_file = "startup_commands.txt"
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| 
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|     ; Console commands run on shutdown
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|     shutdown_console_commands_file = "shutdown_commands.txt"
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| 
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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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|     ; timer_Script time interval (default 20 min)
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|     ; The time is 60 per minute
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|     ; timer_Interval = 1200
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| 
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|     ; ##
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|     ; ## SYSTEM
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|     ; ##
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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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|     ;
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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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|     ;
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|     ; UnsafeQueueUserWorkItem refers to the fact that the code creating the event could elevate its security 
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|     ; privileges.  However, as calling code is trusted anyway this is safe (if you set
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|     ;  TrustedBinaries = true in the [XEngine] section then you already have to trust that incoming code for other reasons).
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|     async_call_method = SmartThreadPool
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| 
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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 = 300
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| 
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|     ; Allow certain jobs to be run consecutively in a job engine rather than always concurrently.
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|     ; This improves performance in regions with large numbers of connections (in the hundreds).
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|     JobEngineEnabled = true
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| 
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|     ; Plugin Registry Location
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|     ; Set path to directory for plugin registry. Information about the 
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|     ; registered repositories and installed plugins will be stored here.
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|     ; The OpenSim.exe process must have R/W access to the location.
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|     RegistryLocation = "."
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| 
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|     ; Used by region module addins. You can set this to outside bin, so that addin
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|     ; configurations will survive updates. The OpenSim.exe process must have R/W access 
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|     ; to the location.
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|     ConfigDirectory = "."
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| 
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|     ; ##
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|     ; ## CLIENTS
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|     ; ##
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| 
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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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|     ; ##
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|     ; ## REGIONS
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|     ; ##
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| 
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|     ; Determine where OpenSimulator looks for the files which tell it which regions to server
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|     ; Defaults to "filesystem" if this setting isn't present
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|     region_info_source = "filesystem"
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|     ; region_info_source = "web"
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| 
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|     ; Determines where the region XML files are stored if you are loading these from the filesystem.
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|     ; Defaults to bin/Regions in your OpenSimulator installation directory
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|     ; regionload_regionsdir="C:\somewhere\xmlfiles\"
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| 
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|     ; Determines the page from which regions xml is retrieved if you are loading these from the web
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|     ; The XML here has the same format as it does on the filesystem (including the <Root> tag),
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|     ; except that everything is also enclosed in a <Regions> tag.
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|     ; regionload_webserver_url = "http://example.com/regions.xml";
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| 
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|     ;; 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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| 
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|     ;; Allow child agents to see into the region even if their root counterpart isn't allowed in here
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|     see_into_region = true
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| 
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| 	;; use legacy math for sittarget offset "correction"
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| 	;; set this option to false to use improved math more compatibility with SL.
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| 	;; keep it true if you have many old objects with sits set by scripts.
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| 	;; the offset in question is added to the SitTarget to find the sitting avatar position.
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| 	;; acording to its size, etc.
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| 	; LegacySitOffsets = true;
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| 	
 | |
|     ; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos
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|     ; Increasing this number will increase memory usage.
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|     MaxPrimUndos = 20
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| 
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|     ; Minimum size for non-physical prims.This can be overridden in the region config file (as 
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|     ; NonPhysicalPrimMin!).
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|     ; NonPhysicalPrimMin = 0.001
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| 
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|     ; Maximum size of non physical prims.  Affects resizing of existing prims.  This can be overridden in the region config file (as NonPhysicalPrimMax!).
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|     NonPhysicalPrimMax = 256
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| 
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|     ; Minimum size where a prim can be physical. This can be overridden in the region config file.
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|     ; PhysicalPrimMin = 0.01
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|     
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|     ; Maximum size of physical prims.  Affects resizing of existing prims.  This can be overridden in the region config file.
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|     PhysicalPrimMax = 64
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| 
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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 overridden in the region config file.
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|     ClampPrimSize = false
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| 
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|     ; If a prim is loaded from an external source, clamp it to Z = 0 if Z is negative.
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|     ClampNegativeZ = false
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| 
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|     ; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
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|     ; This can be overridden in the region config file.
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|     LinksetPrims = 0
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| 
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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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| 
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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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| 
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|     ; the default view range. Viewers override this ( no major effect still )
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|     DefaultDrawDistance = 255.0
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| 
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| 	; limit the maximum view range ( no effect still (does limit MaxRegionsViewDistance) )
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| 	MaxDrawDistance = 512
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| 	
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| 	; the maximum distance to tell a viewer to connect to a neighbour region, so it can be seen
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| 	; (it is limited by MaxDrawDistance above)
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| 	; less than 256 shows imediate neighbours; 512 also second imediate neighbours etc
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| 	; more than 512m can cause viewers problems specially in case of dense regions.
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| 	; curretly this distance is from current region borders.
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| 	MaxRegionsViewDistance = 255
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| 	
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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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| 
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|     ; Use of normalized 55FPS statistics
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| 	; Opensim does not have a frame rate control like other simulators.
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| 	; Most parameters that control timing can be configurable region by region.
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| 	; To achieve closer compatibility with values expected by viewers, scripts and users
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| 	; some parameters are converted to a equivalent per frame value.
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| 	; Additionally, they are scaled to values they would have on a system running at a nominal 55 frames per second rate.
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| 	; The scale factor it 55 * FrameTime, corresponding to 5 with default configuration
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| 	; You can choose to show the true physics FPS to viewers by setting Normalized55FPS to false.
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| 	; Normalized55FPS = true
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| 	
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|     ; Main Frame time
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| 	; This defines the rate of several simulation events.
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| 	; Default value should meet most needs.
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| 	; It can be reduced to improve the simulation of moving objects, with possible increase of cpu and network loads.
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| 	; It should not be less than the physics engine step time.
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| 	; Being a integer multiple of it may reduce some jitter in reported physics FPS.
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| 	; changing this value, you need to change some of the following *EveryNFrames so their actions timing remains the same
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|     FrameTime = 0.0909
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| 
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|     ; The values below represent the percentage of the target frame time that,
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|     ; when underrun, should trigger yellow or red in the lag meter.
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|     ; Less than 60% of FPS is amber by default, less then 40% is red.
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|     ; These values are advisory. Viewers may choose to not use them but it is
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|     ; encouraged that they do.
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|     ; FrameTimeWarnPercent = 60;
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|     ; FrameTimeCritPercent = 40;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     ; Physics simulation execution or syncronization, acording to engine. Should be 1
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|     ; This must be a whole number
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|     UpdatePhysicsEveryNFrames = 1;
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| 
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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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| 
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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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| 
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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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|     ; Clean up temp on rez objects.
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|     ; This must be a whole number
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|     UpdateTempCleaningEveryNSeconds = 180;
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| 
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|     ; ##
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|     ; ## PRIM STORAGE
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|     ; ##
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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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|     ; ##
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|     ; ## PHYSICS
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|     ; ##
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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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| 
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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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| 
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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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| 
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|     meshing = Meshmerizer
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|     ;meshing = ZeroMesher
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|     
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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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|     
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|     ; if you use Meshmerizer and want sculpt map collisions, setting this to
 | |
|     ; 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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|     
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|     ;; BulletSim is the default physics engine.  It provides the best performance and most functionality.
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|     ;; BulletSim supports varregions.
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|     ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.  
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|     ;; It continues to provide a workable physics implementation.  It does not currently support varregions.
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|     ;; basicphysics effectively does not model physics at all, making all objects phantom.   
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|     ;; Default is BulletSim
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|     physics = BulletSim
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|     ;physics = modified_BulletX
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|     ;physics = OpenDynamicsEngine
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|     ;physics = basicphysics
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|     ;physics = POS
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| 
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|     ; ##
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|     ; ## SCRIPT ENGINE
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|     ; ##
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| 
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|     ;; Default script engine to use. Currently, we only have XEngine
 | |
|     DefaultScriptEngine = "XEngine"
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| 
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|     ; Http proxy setting for llHTTPRequest and dynamic texture loading, if
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|     ; required
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|     ; HttpProxy = "http://proxy.com:8080"
 | |
| 
 | |
|     ; If you're using HttpProxy, then you can set HttpProxyExceptions to a
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|     ; list of regular expressions for URLs that you don't want to go through
 | |
|     ; the proxy.
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|     ; For example, servers inside your firewall.
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|     ; Separate patterns with a ';'
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|     ; HttpProxyExceptions = ".mydomain.com;localhost"
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|     
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|     ; ##
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|     ; ## EMAIL MODULE
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|     ; ##
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|     ;; The email module requires some configuration. It needs an SMTP
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|     ;; server to send mail through.
 | |
|     ;emailmodule = DefaultEmailModule
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|     
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|     ; ##
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|     ; ## ANIMATIONS
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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.
 | |
|     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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|     ; #
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|     ; # statistics
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|     ; # 
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|     
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|     ; Simulator statistics are output to the console periodically at debug level INFO.
 | |
|     ; Setting this to zero disables this output.
 | |
|     ; LogShowStatsSeconds = 3600
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| 
 | |
|     ; Simulator Stats URI
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|     ; Enable JSON simulator data by setting a URI name (case sensitive)
 | |
|     ; Returns regular sim stats (SimFPS, ...)
 | |
|     Stats_URI = "jsonSimStats"
 | |
| 
 | |
|     ; Simulator StatsManager URI
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|     ; Enable fetch of StatsManager registered stats. Fetch is query which can optionally
 | |
|     ; specify category, container and stat to fetch. If not selected, returns all of that type.
 | |
|     ; http://simulatorHTTPport/ManagedStats/?cat=Category&cont=Container&stat=Statistic
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|     ; ManagedStatsRemoteFetchURI = "ManagedStats"
 | |
| 
 | |
|     ; Make OpenSim start all regions woth logins disabled. They will need
 | |
|     ; to be enabled from the console if this is set
 | |
|     ; StartDisabled = false
 | |
| 
 | |
|     ; Image decoding. Use CSJ2K for layer boundary decoding if true,
 | |
|     ; OpenJPEG if false
 | |
|     ; UseCSJ2K = true
 | |
| 
 | |
|     ; Use "Trash" folder for items deleted from the scene
 | |
|     ; When set to True (the default) items deleted from the scene will be
 | |
|     ; stored in the user's trash or lost and found folder. When set to
 | |
|     ; False items will be removed from the scene permanently
 | |
|     UseTrashOnDelete = True
 | |
| 
 | |
|     ; #
 | |
|     ; # Logging
 | |
|     ; #
 | |
| 
 | |
|     ; Force logging when the thread pool approaches an overload condition
 | |
|     ; Provides useful data for post-mortem analysis even in a production
 | |
|     ; system with reduced logging
 | |
|     LogOverloads = True
 | |
| 
 | |
|     ; #
 | |
|     ; # Telehubs
 | |
|     ; #
 | |
| 
 | |
|     ; SpawnPointRouting adjusts the landing for incoming avatars.
 | |
|     ; "closest" will place the avatar at the SpawnPoint located in the closest
 | |
|     ; available spot to the destination (typically map click/landmark).
 | |
|     ; "random" will place the avatar on a randomly selected spawnpoint;
 | |
|     ; "sequence" will place the avatar on the next sequential SpawnPoint
 | |
|     ; SpawnPointRouting = closest
 | |
| 
 | |
|     ; TelehubAllowLandmark allows users with landmarks to override telehub
 | |
|     ; routing and land at the landmark coordinates when set to true
 | |
|     ; default is false
 | |
|     ; TelehubAllowLandmark = false
 | |
|    
 | |
|     
 | |
| [Map]
 | |
|     ; Map tile options.  
 | |
|     ; If true, then maptiles are generated using the MapImageModule below.
 | |
|     ; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
 | |
|     ; in individual region config file(s).  If you do not want to upload map tiles at all, then you will need 
 | |
|     ; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
 | |
|     ;GenerateMaptiles = true
 | |
| 
 | |
|     ;WorldMapModule = "WorldMap"
 | |
| 
 | |
|     ; The module to use in order to generate map images.
 | |
|     ; MapImageModule is the default.  Warp3DImageModule is an alternative experimental module that can 
 | |
|     ; generate better images.   
 | |
|     ;MapImageModule = "MapImageModule"
 | |
| 
 | |
|     ; World map blacklist timeout in seconds
 | |
|     ;BlacklistTimeout = 600
 | |
| 
 | |
|     ; Refresh (in seconds) the map tile periodically
 | |
|     ;MaptileRefresh = 0
 | |
| 
 | |
|     ; If not generating maptiles, use this static texture asset ID
 | |
|     ;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
 | |
| 
 | |
|     ; Draw objects on maptile.  This step might take a long time if you've got a large number of
 | |
|     ; objects, so you can turn it off here if you'd like.
 | |
|     DrawPrimOnMapTile = true
 | |
| 
 | |
|     ; Use terrain texture for maptiles if true, use shaded green if false
 | |
|     TextureOnMapTile = true
 | |
| 
 | |
|     ; Texture prims
 | |
|     TexturePrims = true
 | |
| 
 | |
|     ; Only texture prims that have a diagonal size greater than this number
 | |
|     TexturePrimSize = 48
 | |
| 
 | |
|     ; Attempt to render meshes and sculpties on the map
 | |
|     RenderMeshes = false;
 | |
| 
 | |
| [Permissions]
 | |
|     ; ##
 | |
|     ; ## PERMISSIONS
 | |
|     ; ##
 | |
| 
 | |
|     ; Permission modules to use, separated by comma.
 | |
|     ; Possible modules are DefaultPermissionsModule, PrimLimitsModule
 | |
|     ;permissionmodules = "DefaultPermissionsModule"
 | |
| 
 | |
|     ; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
 | |
|     ; any item, etc.  This may not yet be implemented uniformally.
 | |
|     ; If set to true, then all permissions checks are carried out
 | |
|     ; Default is true
 | |
|     serverside_object_permissions = true
 | |
| 
 | |
|     
 | |
|     ; This allows some control over permissions
 | |
|     ; please note that this still doesn't duplicate SL, and is not intended to
 | |
|     
 | |
|     ; This allows grid users with a UserLevel of 200 or more to assume god
 | |
|     ; powers in the regions in this simulator.    
 | |
|     allow_grid_gods = false
 | |
|     
 | |
|     ; Allow region owners to assume god powers in their regions
 | |
|     ;region_owner_is_god = true
 | |
| 
 | |
|     ; Allow region managers to assume god powers in regions they manage
 | |
|     ;region_manager_is_god = false
 | |
| 
 | |
|     ; Allow parcel owners to assume god powers in their parcels    
 | |
|     ; you really do not want this...
 | |
|     ;parcel_owner_is_god = false
 | |
| 
 | |
|     ; Control user types that are allowed to create new scripts
 | |
|     ; Only enforced if serviceside_object_permissions is true
 | |
|     ;
 | |
|     ; Current possible values are
 | |
|     ;     all - anyone can create scripts (subject to normal permissions)
 | |
|     ;     gods - only administrators can create scripts (as long as allow_grid_gods is true)
 | |
|     ; Default value is all
 | |
|     ; allowed_script_creators = all
 | |
| 
 | |
|     ; Control user types that are allowed to edit (save) scripts
 | |
|     ; Only enforced if serviceside_object_permissions is true
 | |
|     ;
 | |
|     ; Current possible values are
 | |
|     ;     all - anyone can edit scripts (subject to normal permissions)
 | |
|     ;     gods - only administrators can edit scripts (as long as allow_grid_gods is true)
 | |
|     ; Default value is all
 | |
|     ; allowed_script_editors = all
 | |
| 
 | |
|     ; Provides a simple control for land owners to give build rights to specific avatars
 | |
|     ; in publicly accessible parcels that disallow object creation in general. 
 | |
|     ; Owners specific avatars by adding them to the Access List of the parcel
 | |
|     ; without having to use the Groups feature
 | |
|     ; Disabled by default
 | |
|     ; simple_build_permissions = False
 | |
| 
 | |
|     ; Minimum user level required to upload assets
 | |
|     ;LevelUpload = 0
 | |
| 
 | |
| 
 | |
| [RegionReady]
 | |
|     ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
 | |
|     enabled = true
 | |
| 
 | |
|     ; Channel on which to signal region readiness through a message
 | |
|     ; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]"
 | |
|     ; - the first field indicating whether this is an initial server startup
 | |
|     ; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error)
 | |
|     ; - the third field is a number indicating how many scripts failed to compile
 | |
|     ; - "oar error" if supplied, provides the error message from the OAR load
 | |
|     channel_notify = -800
 | |
| 
 | |
|     ; - disallow logins while scripts are loading
 | |
|     ; Instability can occur on regions with 100+ scripts if users enter before they have finished loading
 | |
|     login_disable = true
 | |
| 
 | |
|     ; - send an alert as json to a service
 | |
|     ; alert_uri = "http://myappserver.net/my_handler/"
 | |
| 
 | |
| 
 | |
| [EstateManagement]
 | |
|     ; If false, then block any region restart requests from the client even if they are otherwise valid.
 | |
|     ; Default is true
 | |
|     AllowRegionRestartFromClient = true
 | |
| 
 | |
| 
 | |
| [UserProfiles]
 | |
|   ;# {ProfileURL} {} {Set url to UserProfilesService} {}
 | |
|   ;; Set the value of the url to your UserProfilesService
 | |
|   ;; If un-set / "" the module is disabled
 | |
|   ;; If the ProfileURL is not set, then very BASIC
 | |
|   ;; profile support will be configured. If the ProfileURL is set to a 
 | |
|   ;; valid URL, then full profile support will be configured. The URL 
 | |
|   ;; points to your grid's Robust user profiles service
 | |
|   ;; 
 | |
|   ; ProfileURL = http://127.0.0.1:9000
 | |
|   
 | |
|   ;; set this to false to prevent your users to be sent to unknown
 | |
|   ;; web sites by other users on their profiles
 | |
|   ; AllowUserProfileWebURLs = true
 | |
| 
 | |
| 
 | |
| [SMTP]
 | |
|     enabled = false
 | |
| 
 | |
|     ;enabled = true
 | |
|     ;internal_object_host = lsl.opensim.local
 | |
|     ;host_domain_header_from = 127.0.0.1
 | |
|     ;SMTP_SERVER_HOSTNAME = 127.0.0.1
 | |
|     ;SMTP_SERVER_PORT = 25
 | |
|     ;SMTP_SERVER_LOGIN = foo
 | |
|     ;SMTP_SERVER_PASSWORD = bar
 | |
| 
 | |
| 
 | |
| [Network]
 | |
|     ConsoleUser = "Test"
 | |
|     ConsolePass = "secret"
 | |
|     http_listener_port = 9000
 | |
|     console_port = 0
 | |
| 
 | |
|     ; ssl config: Experimental!  The auto https config only really works definately on windows XP now
 | |
|     ; you need a Cert Request/Signed pair installed in the MY store with the CN specified below
 | |
|     ; you can use https on other platforms, but you'll need to configure the httpapi yourself for now
 | |
|     http_listener_ssl = false ; Also create a SSL server
 | |
|     http_listener_cn = "localhost" ; Use the cert with the common name
 | |
|     http_listener_sslport = 9001 ; Use this port for SSL connections
 | |
|     http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer
 | |
| 
 | |
|     ; HTTPS for "Out of band" management applications such as the remote 
 | |
|     ; admin module
 | |
|     ;
 | |
|     ; Create https_listener = "True" will create a listener on the port
 | |
|     ; specified. Provide the path to your server certificate along with it's
 | |
|     ; password
 | |
|     ; https_listener = False
 | |
|     ; Set our listener to this port
 | |
|     ; https_port = 0
 | |
|     ; Path to X509 certificate
 | |
|     ; cert_path = "path/to/cert.p12"
 | |
|     ; Password for cert
 | |
|     ; cert_pass = "password"
 | |
| 
 | |
|     ; Maximum bytes allowed for HTTP_BODY_MAXLENGTH.
 | |
|     ; By default, llHTTPRequest limits the response body to 2048 bytes.
 | |
|     ; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum
 | |
|     ; of HttpBodyMaxLenMAX bytes. 
 | |
|     ; HttpBodyMaxLenMAX=16384
 | |
| 
 | |
|     ; Hostname to use in llRequestURL/llRequestSecureURL
 | |
|     ; if not defined - default machine name is being used
 | |
|     ; (on Windows this mean NETBIOS name - useably only inside local network)
 | |
|     ; ExternalHostNameForLSL=127.0.0.1
 | |
| 
 | |
|     ; Disallow the following address ranges for user scripting calls (e.g. llHttpRequest())
 | |
|     ; This is based on http://en.wikipedia.org/wiki/Reserved_IP_addresses
 | |
|     ; This stops users making HTTP calls to machines in the simulator's local network.
 | |
|     ; If you need to allow some LAN calls we recommend you use OutboundDisallowForUserScriptsExcept documented in OpenSim.ini.example
 | |
|     ; If you override OutboundDisallowForUserScripts directly you need to be very careful.
 | |
|     ;
 | |
|     ; Network ranges are specified in CIDR notation (http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation) with multiple entries separated by |
 | |
|     ; To specify an individual IP address use the /32 netmask (e.g. 192.168.1.3/32)
 | |
|     ; You can also specify individual <addr>:<port> endpoints (e.g. 192.168.1.3:8003)
 | |
|     ; If an address if given without a port number then port 80 is assumed.
 | |
|     OutboundDisallowForUserScripts = 0.0.0.0/8|10.0.0.0/8|100.64.0.0/10|127.0.0.0/8|169.254.0.0/16|172.16.0.0/12|192.0.0.0/24|192.0.2.0/24|192.88.99.0/24|192.168.0.0/16|198.18.0.0/15|198.51.100.0/24|203.0.113.0/24|224.0.0.0/4|240.0.0.0/4|255.255.255.255/32
 | |
|     ;
 | |
|     ; You can also prevent all user script outgoing calls with the following override in OpenSim.ini
 | |
|     ;
 | |
|     ; OutboundDisallowForUserScripts = 0.0.0.0/0
 | |
|     ;
 | |
|     ; You can also disable the blacklist entirely with an empty entry
 | |
|     ;
 | |
|     ; OutboundDisallowForUserScripts = ""
 | |
|   
 | |
|     ; What is reported as the "X-Secondlife-Shard"
 | |
|     ; Defaults to the user server url if not set
 | |
|     ; The old default is "OpenSim", set here for compatibility
 | |
|     shard = "OpenSim"
 | |
| 
 | |
|     ; What is reported as the "User-Agent" when using llHTTPRequest
 | |
|     ; Defaults to not sent if not set here. See the notes section in the wiki at
 | |
|     ; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
 | |
|     ; " (Mozilla Compatible)" to the text where there are problems with a web server
 | |
|     ;user_agent = "OpenSim LSL (Mozilla Compatible)"
 | |
| 
 | |
|     ; OpenSim can send multiple simultaneous requests for services such as asset
 | |
|     ; retrieval. However, some versions of mono appear to hang when there are too
 | |
|     ; many simultaneous requests, default is 30 and is currently applied only to assets
 | |
|     ;MaxRequestConcurrency = 30
 | |
| 
 | |
| [AccessControl]
 | |
| 	; Viewer-based access control. |-separated list of allowed viewers.
 | |
|     ; AllowedClients = ""
 | |
| 
 | |
| 	; Viewer-based access control. |-separated list of denied viewers. 
 | |
| 	; No restrictions by default.
 | |
|     ; DeniedClients = ""
 | |
| 
 | |
| 
 | |
| [ClientStack.LindenUDP]
 | |
|     ; Set this to true to process incoming packets asynchronously. Networking is
 | |
|     ; already separated from packet handling with a queue, so this will only
 | |
|     ; affect whether networking internals such as packet decoding and
 | |
|     ; acknowledgement accounting are done synchronously or asynchronously
 | |
|     ; Default is true.
 | |
|     ;
 | |
|     ;async_packet_handling = true
 | |
| 
 | |
|     ; The client socket receive buffer size determines how many
 | |
|     ; incoming requests we can process; the default on .NET is 8192
 | |
|     ; which is about 2 4k-sized UDP datagrams. On mono this is
 | |
|     ; whatever the underlying operating system has as default; for
 | |
|     ; example, ubuntu 8.04 or SLES11 have about 111k, which is about
 | |
|     ; 27 4k-sized UDP datagrams (on linux platforms you can [as root]
 | |
|     ; do "sysctl net.core.rmem_default" to find out what your system
 | |
|     ; uses a default socket receive buffer size.
 | |
|     ;
 | |
|     ; client_socket_rcvbuf_size allows you to specify the receive
 | |
|     ; buffer size LLUDPServer should use. NOTE: this will be limited
 | |
|     ; by the system's settings for the maximum client receive buffer
 | |
|     ; size (on linux systems you can set that with "sysctl -w
 | |
|     ; net.core.rmem_max=X")
 | |
|     ;
 | |
|     ;client_socket_rcvbuf_size = 8388608
 | |
| 
 | |
|     ; Maximum outbound bytes per second for a single scene. This can be used to
 | |
|     ; throttle total outbound UDP traffic for a simulator. The default value is
 | |
|     ; 0, meaning no throttling at the scene level. The example given here is
 | |
|     ; 20 megabits
 | |
|     ;
 | |
|     ;scene_throttle_max_bps = 2500000
 | |
| 
 | |
|     ; Maximum bytes per second to send to any single client. This will override
 | |
|     ; the user's viewer preference settings. The default value is 0, meaning no
 | |
|     ; aggregate throttling on clients (only per-category throttling). The
 | |
|     ; example given here is 1.5 megabits
 | |
|     ;
 | |
|     ;client_throttle_max_bps = 187500
 | |
| 
 | |
|     ; Minimum bytes per second to send to any single client as a result of
 | |
|     ; adaptive throttling. Viewer preferences set to a lower number will 
 | |
|     ; override the settin. The example given here ensures that adaptive
 | |
|     ; throttling will never decrease per client bandwidth below 256 kbps.
 | |
|     ;
 | |
|     ;adaptive_throttle_min_bps = 32000
 | |
| 
 | |
|     ; Adaptive throttling attempts to limit network overload when multiple
 | |
|     ; clients login by starting each connection more slowly. Disabled by
 | |
|     ; default
 | |
|     ;
 | |
|     enable_adaptive_throttles = false
 | |
| 
 | |
|     ; Per-client bytes per second rates for the various throttle categories.
 | |
|     ; These are default values that will be overridden by clients. These
 | |
|     ; defaults are approximately equivalent to the throttles set by the Imprudence
 | |
|     ; viewer when maximum bandwidth is set to 350kbps
 | |
| 
 | |
|     ;resend_default = 6625
 | |
|     ;land_default = 9125
 | |
|     ;wind_default = 1750
 | |
|     ;cloud_default = 1750
 | |
|     ;task_default = 18500
 | |
|     ;texture_default = 18500
 | |
|     ;asset_default = 10500
 | |
| 
 | |
|     ; Configures how ObjectUpdates are aggregated. These numbers
 | |
|     ; do not literally mean how many updates will be put in each
 | |
|     ; packet that goes over the wire, as packets are
 | |
|     ; automatically split on a 1400 byte boundary. These control
 | |
|     ; the balance between responsiveness of interest list updates
 | |
|     ; and total throughput. Higher numbers will ensure more full-
 | |
|     ; sized packets and faster sending of data, but more delay in
 | |
|     ; updating interest lists
 | |
|     ;
 | |
|     ;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
 | |
| 
 | |
|     ; CannibalizeTextureRate allows bandwidth to be moved from the
 | |
|     ; UDP texture throttle to the task throttle. Since most viewers
 | |
|     ; use HTTP textures, this provides a means of using what is largely
 | |
|     ; unused bandwidth in the total throttle. The value is the proportion
 | |
|     ; of the texture rate to move to the task queue. It must be between
 | |
|     ; 0.0 (none of the bandwidth is cannibalized) and 0.9 (90% of the
 | |
|     ; bandwidth is grabbed)
 | |
|     ;
 | |
|     ; CannibalizeTextureRate = 0.5
 | |
| 
 | |
|     ; 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
 | |
| 
 | |
|     ; The time to wait before disconecting an unresponsive client.
 | |
|     ; The time is in seconds. The default is one minute
 | |
|     ;
 | |
|     ;AckTimeout = 60
 | |
| 
 | |
|     ; The time to wait before disconecting an unresponsive paused client.
 | |
|     ; A client can be paused when the file selection dialog is open during file upload.
 | |
|     ; This gives extra time to find files via the dialog but will still disconnect if
 | |
|     ; the client crashes or loses its network connection
 | |
|     ; The time is in seconds. The default is five minutes.
 | |
|     ;
 | |
|     ;PausedAckTimeout = 300
 | |
| 
 | |
| 
 | |
| [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_ChatSessionRequest = ""
 | |
|     Cap_CopyInventoryFromNotecard = "localhost"
 | |
|     Cap_DispatchRegionInfo = ""
 | |
|     Cap_EstateChangeInfo = ""
 | |
|     Cap_EnvironmentSettings = "localhost"
 | |
|     Cap_EventQueueGet = "localhost"
 | |
|     Cap_FetchInventory = ""
 | |
|     Cap_ObjectMedia = "localhost"
 | |
|     Cap_ObjectMediaNavigate = "localhost"
 | |
|     Cap_FetchLib = ""
 | |
|     Cap_FetchLibDescendents = ""
 | |
|     Cap_GetDisplayNames = "localhost"
 | |
|     Cap_GetTexture = "localhost"
 | |
|     Cap_GetMesh = "localhost"
 | |
|     Cap_GetObjectCost = ""
 | |
|     Cap_GetObjectPhysicsData = ""
 | |
|     Cap_GroupProposalBallot = ""
 | |
| 	Cap_GroupMemberData = "localhost"
 | |
|     Cap_HomeLocation = "localhost"
 | |
|     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 = ""
 | |
| 
 | |
|     ; Capabilities for fetching inventory over HTTP rather than UDP
 | |
|     ; FetchInventoryDescendents2 and FetchInventory2 are the ones used in the latest Linden Lab viewers (from some point in the v2 series and above)
 | |
|     ; It appears that Linden Lab viewer 3.3.1 onwards will not work properly if FetchInventoryDescendents2 and FetchInventory2 are not enabled
 | |
|     Cap_WebFetchInventoryDescendents = ""
 | |
|     Cap_FetchInventoryDescendents2 = "localhost"
 | |
|     Cap_FetchInventory2 = "localhost"
 | |
| 
 | |
|     ; Capability for searching for people
 | |
|     Cap_AvatarPickerSearch = "localhost"
 | |
| 
 | |
|     
 | |
| [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 65535 because current viewers 
 | |
|     ; can't handle teleports that are greater than this distance
 | |
|     ; Setting to 0 will allow teleports of any distance
 | |
|     ;
 | |
|     max_distance = 65535
 | |
| 
 | |
|     ; Allow avatars to cross into and out of the region.
 | |
|     AllowAvatarCrossing = true
 | |
| 
 | |
| 	; This disables border transfers for objects. When true, objects can be placed outside
 | |
| 	; the region's border without being transferred to another simulator. 
 | |
| 	DisableObjectTransfer = false
 | |
| 
 | |
|     ; Minimum user level required for HyperGrid teleports
 | |
|     LevelHGTeleport = 0
 | |
| 
 | |
|     ; Determine whether the cancel button is shown at all during teleports.
 | |
|     ; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
 | |
|     ; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
 | |
|     DisableInterRegionTeleportCancellation = false
 | |
| 
 | |
| 	;; This option exists to control the behavior of teleporting gods into places that have landing points
 | |
| 	;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for
 | |
| 	;; avatars with god permissions; SL lets gods land wherever they want.
 | |
| 	LandingPointBehavior = LandingPointBehavior_OS
 | |
| 
 | |
| 
 | |
| [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
 | |
| 
 | |
| 
 | |
| [Appearance]
 | |
|     ; Persist avatar baked textures
 | |
|     ; Persisting baked textures can speed up login and region border 
 | |
|     ; crossings especially with large numbers of users, though it
 | |
|     ; will store potentially large numbers of textures in your asset
 | |
|     ; database
 | |
|     PersistBakedTextures = false
 | |
| 
 | |
|     ; Control the delay before appearance is sent to other avatars and
 | |
|     ; saved in the avatar service. Attempts to limit the impact caused
 | |
|     ; by the very chatty dialog that sets appearance when an avatar
 | |
|     ; logs in or teleports into a region; values are in seconds
 | |
|     DelayBeforeAppearanceSave = 5
 | |
|     DelayBeforeAppearanceSend = 2
 | |
| 
 | |
|     ; If true, avatar appearance information is resent to other avatars in the simulator every 60 seconds.
 | |
|     ; This may help with some situations where avatars are persistently grey, though it will not help 
 | |
|     ; in other situations (e.g. appearance baking failures where the avatar only appears as a cloud to others).
 | |
|     ResendAppearanceUpdates = false
 | |
| 
 | |
|     ; Turning this on responds to CachedTexture packets to possibly avoid rebaking the avatar 
 | |
|     ; on every login
 | |
|     ReuseTextures = false
 | |
| 
 | |
| 
 | |
| [Attachments]
 | |
|     ; Controls whether avatar attachments are enabled.
 | |
|     ; Defaults to true - only set to false for debugging purposes
 | |
|     Enabled = true
 | |
| 
 | |
|     ; Controls the number of milliseconds that are slept per 100 prims rezzed in attachments
 | |
|     ; Experimental setting to control CPU spiking when avatars with many attachments login/change outfit
 | |
|     ; or when multiple avatars with medium level attachments login/change outfit simultaneously.
 | |
|     ; If 0 then no throttling is performed.
 | |
|     ThrottlePer100PrimsRezzed = 0;
 | |
| 
 | |
| 
 | |
| [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
 | |
| 
 | |
|     ; Minimum user level required to upload meshes
 | |
|     ;LevelUpload = 0
 | |
| 
 | |
| 
 | |
| [Textures]
 | |
|     ; If true, textures generated dynamically (i.e. through osSetDynamicTextureData() and similar OSSL functions) are reused where possible
 | |
|     ; Chiefly, reuse occurs if a texture has already been generated with identical data and settings, and that texture contains no dynamic components
 | |
|     ; (e.g. images pulled from an external HTTP address).
 | |
|     ; Reusing previously generated textures results in a much faster update on the viewer but may cause issues if the viewer didn't receive all resolutions of the texture.
 | |
|     ; Currently, it will also increase asset cache use since temporary dynamic textures are no longer deleted.
 | |
|     ; Hence, currently considered experimental.
 | |
|     ; Default is false.
 | |
|     ReuseDynamicTextures = false
 | |
| 
 | |
|     ; If true, then textures generated dynamically that have a low data size relative to their pixel size are not reused
 | |
|     ; This is to workaround an apparent LL 3.3.4 and earlier viewer bug where such textures are not redisplayed properly when pulled from the viewer cache.
 | |
|     ; Only set this to true if you are sure that all the viewers using your simulator will not suffer from this problem.
 | |
|     ; This setting only has an affect is ReuseDynamicTextures = true
 | |
|     ; Default is false
 | |
|     ReuseDynamicLowDataTextures = false
 | |
| 
 | |
| 
 | |
| [ODEPhysicsSettings]
 | |
|     ; ## 
 | |
|     ; ## Physics stats settings
 | |
|     ;
 | |
| 
 | |
|     ; If collect_stats is enabled, then extra stat information is collected which is accessible via the MonitorModule
 | |
|     ; (see http://opensimulator.org/wiki/Monitoring_Module for more details).
 | |
|     collect_stats = false
 | |
| 
 | |
|     ; ##
 | |
|     ; ## 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
 | |
| 
 | |
|     ;##
 | |
|     ;## 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. 
 | |
| 	; with legacy ODE this value needs to be close to 0.02s
 | |
| 	; with ubOde this value can be reduced to improve simulation quality with the cost of higher cpu load
 | |
| 	; you will need to test acording to you needs
 | |
| 	; choosing a value that is a integer sub multiple of FrameRate reduces some jitter on reported physics FPS
 | |
|     world_stepsize = 0.01818
 | |
| 	; number of iterations of constrains solver, higher should improve results
 | |
| 	; up to a point where acumulated math errors eliminate the improvement
 | |
| 	; more steps may increase CPU load. No real gain in changing
 | |
|     world_solver_iterations = 10
 | |
| 
 | |
|     ;Spaces level settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
 | |
| 	; defines spaces partition cells min and max sizes == 2^value
 | |
|     world_hashspace_level_low = -5
 | |
|     world_hashSpace_level_high = 12
 | |
| 
 | |
|     meters_in_small_space = 29.9
 | |
|  
 | |
| 
 | |
|     ; ##
 | |
|     ; ## 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 = 2200.0
 | |
|     av_pid_proportional = 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 = 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
 | |
| 
 | |
|     ; Plant avatar.   This reduces the effect of physical contacts with the avatar.
 | |
|     ; If you have a group of unruly and rude visitors that bump each other, turn this on to make that less attractive.  
 | |
|     ; The avatar still allows a small movement based on the PID settings above.  Stronger PID settings AND this active 
 | |
|     ; will lock the avatar in place
 | |
|     av_planted = false
 | |
| 
 | |
|     ; No Avatar Avatar Collissions.  This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment
 | |
|     av_av_collisions_off = false
 | |
| 
 | |
|     ; ##
 | |
|     ; ## 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
 | |
| 
 | |
|     ; 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
 | |
| 
 | |
|     ; 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
 | |
| 
 | |
|     ; ##
 | |
|     ; ## 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 = false
 | |
| 
 | |
| 
 | |
| [BulletSim]
 | |
|     ; All the BulletSim parameters can be displayed with the console command
 | |
|     ;   "physics get all" and all are defined in the source file
 | |
|     ;    OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs.
 | |
| 
 | |
|     ; There are two bullet physics libraries, bulletunmanaged is the default and is a
 | |
|     ;   native c++ dll bulletxna is a managed C# dll.  They have comparible functionality
 | |
|     ;   but the c++ one is much faster.
 | |
|     BulletEngine = "bulletunmanaged"
 | |
|     ; BulletEngine = "bulletxna"
 | |
| 
 | |
|     ; BulletSim can run on its own thread independent of the simulator's heartbeat
 | |
|     ;   thread. Enabling this will not let the physics engine slow down avatar movement, etc.
 | |
|     UseSeparatePhysicsThread = false
 | |
| 
 | |
|     ; Terrain implementation can use either Bullet's heightField or BulletSim can build
 | |
|     ;   a mesh. 0=heightField, 1=mesh
 | |
|     TerrainImplementation = 0
 | |
|     ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield
 | |
|     ;   resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher
 | |
|     ;   magnifications use lots of memory.
 | |
|     TerrainMeshMagnification = 2
 | |
| 
 | |
|     ; Should avatars collide with each other?
 | |
|     AvatarToAvatarCollisionsByDefault = true
 | |
| 
 | |
|     ; Avatar physics height adjustments.
 | |
|     ;   http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height
 | |
|     AvatarHeightLowFudge = 0      ; Adjustment at low end of height range
 | |
|     AvatarHeightMidFudge = 0      ; Adjustment at mid point of avatar height range
 | |
|     AvatarHeightHighFudge = 0     ; Adjustment at high end of height range
 | |
| 
 | |
|     ; Avatar walk-up-stairs parameters
 | |
|     ; If an avatar collides with an object 'close to its feet', the avatar will be
 | |
|     ;    moved/pushed up do simulate stepping up.
 | |
|     ;AvatarStepHeight = 0.6              ; The height, below which is considered a step collision.
 | |
|     ;AvatarStepAngle = 0.3               ; The angle from vertical (in radians) to consider a surface a step
 | |
|     ;AvatarStepApproachFactor = 2        ; Approach angle factor. O=straight on, .6=~45 degrees.
 | |
|     ;AvatarStepGroundFudge = 0.1         ; Fudge added to bottom of avatar below which step collisions happen
 | |
|     ;AvatarStepForceFactor = 0           ; Avatar is pushed up by its mass times this factor
 | |
|     ;AvatarStepUpCorrectionFactor = 0.8  ; Avatar is displaced up the collision height times this factor
 | |
|     ;AvatarStepSmoothingSteps = 1        ; Number of frames after a step collision that up correction is applied
 | |
| 
 | |
|     ; Terminal velocity of a falling avatar
 | |
|     ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
 | |
|     ; negative for a downward speed.
 | |
|     AvatarTerminalVelocity = -54
 | |
| 
 | |
|     ; Default linkset implmentation
 | |
|     ; 'Constraint' uses physics constraints to hold linkset together. 'Compound'
 | |
|     ;    builds a compound shape from the children shapes to create a single physical
 | |
|     ;    shape. 'Compound' uses a lot less CPU time.
 | |
|     LinkImplementation = 1      ; 0=constraint, 1=compound
 | |
| 
 | |
|     ; If 'true', offset a linkset's origin based on mass of linkset parts.
 | |
|     LinksetOffsetCenterOfMass = false
 | |
| 
 | |
|     ; If 'true', turn scuplties into meshes
 | |
|     MeshSculptedPrim = true
 | |
| 
 | |
|     ; If 'true', force simple prims (box and sphere) to be meshed
 | |
|     ; If 'false', the Bullet native special case shape is used for square rectangles
 | |
|     ;   and even dimensioned spheres.
 | |
|     ForceSimplePrimMeshing = false
 | |
| 
 | |
|     ; If 'true', when creating meshes, remove all triangles that have two equal vertexes.
 | |
|     ;   Happens often in sculpties. If turned off, there will be some doorways
 | |
|     ;   that cannot be walked through.
 | |
|     ShouldRemoveZeroWidthTriangles = true
 | |
| 
 | |
|     ; If 'true', use convex hull definition in mesh asset if present.
 | |
|     ShouldUseAssetHulls = true
 | |
| 
 | |
|     ; If there are thousands of physical objects, these maximums should be increased.
 | |
|     MaxCollisionsPerFrame = 2048
 | |
|     MaxUpdatesPerFrame = 8192
 | |
| 
 | |
|     ; Detailed physics debug logging. Very verbose.
 | |
|     PhysicsLoggingEnabled = False
 | |
|     PhysicsLoggingDir = "."
 | |
|     VehicleLoggingEnabled = False
 | |
|     
 | |
| 
 | |
| [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 are not currently operational.
 | |
| ;[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
 | |
| 
 | |
|     ;;Shows modal alertbox for entering agent on IRC enabled regions
 | |
|     ;;
 | |
|     ;; Enable Alert, default = false
 | |
|     ;alert_show = false
 | |
|     ;;
 | |
|     ;; Show IRC serverinfo, default = true
 | |
|     ;alert_show_serverinfo = true
 | |
|     ;;
 | |
|     ;alert_msg_pre = "This region is linked to Irc."
 | |
|     ;alert_msg_post = "Everything you say in public chat can be listened."
 | |
| 
 | |
| 
 | |
| ; 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
 | |
| 
 | |
|     ; Are god functions such as llSetObjectPermMask() allowed?  If true then gods and only gods have access to these functions.
 | |
|     ; If false then gods cannot execute these functions either.
 | |
|     AllowGodFunctions = false
 | |
| 
 | |
|     ; Restrict the email address used by llEmail to the address associated with the avatars user account?
 | |
|     ; If true then llEmail will only send email to the address in the user account of the avatar who owns the object containing the script.
 | |
|     ; If false then email may be sent to any valid email address.
 | |
|     RestrictEmail = false
 | |
| 
 | |
|     ; Maximum number of llListen events we allow over the entire region.
 | |
|     ; Set this to 0 to have no limit imposed
 | |
|     max_listens_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
 | |
|   
 | |
|     ; Maximum number of external urls that scripts can set up in this simulator (e.g. via llRequestURL())
 | |
|     max_external_urls_per_simulator = 100
 | |
| 
 | |
|     ; Use size boxes instead of meshed prims, sculpts and mesh when calculating bounding boxes.
 | |
|     ; Speeds up calculations but can make them inaccurate, in some cases very inaccurate.
 | |
|     UseSimpleBoxesInGetBoundingBox = false
 | |
| 
 | |
|     ; Add a third vector with stats when returning results from llGetBoundingBox.
 | |
|     ; Lists objects (groups), prims/meshes/avatars (parts) and vertices rendered.
 | |
|     AddStatsInGetBoundingBox = false
 | |
| 
 | |
|     ; Avatar bounding box, lower X value, constant part, when standing
 | |
|     LowerAvatarBoundingBoxStandingXconst = -0.275
 | |
| 
 | |
|     ; Avatar bounding box, upper X value, constant part, when standing
 | |
|     UpperAvatarBoundingBoxStandingXconst = 0.275
 | |
| 
 | |
|     ; Avatar bounding box, lower Y value, constant part, when standing
 | |
|     LowerAvatarBoundingBoxStandingYconst = -0.35
 | |
| 
 | |
|     ; Avatar bounding box, upper Y value, constant part, when standing
 | |
|     UpperAvatarBoundingBoxStandingYconst = 0.35
 | |
| 
 | |
|     ; Avatar bounding box, lower Z value, constant part, when standing
 | |
|     LowerAvatarBoundingBoxStandingZconst = -0.1
 | |
| 
 | |
|     ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when standing
 | |
|     LowerAvatarBoundingBoxStandingZcoeff = -0.5
 | |
| 
 | |
|     ; Avatar bounding box, upper Z value, constant part, when standing
 | |
|     UpperAvatarBoundingBoxStandingZconst = 0.1
 | |
| 
 | |
|     ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when standing
 | |
|     UpperAvatarBoundingBoxStandingZcoeff = 0.5
 | |
| 
 | |
|     ; Avatar bounding box, lower X value, constant part, when groundsitting
 | |
|     LowerAvatarBoundingBoxGroundsittingXconst = -0.3875
 | |
| 
 | |
|     ; Avatar bounding box, upper X value, constant part, when groundsitting
 | |
|     UpperAvatarBoundingBoxGroundsittingXconst = 0.3875
 | |
| 
 | |
|     ; Avatar bounding box, lower Y value, constant part, when groundsitting
 | |
|     LowerAvatarBoundingBoxGroundsittingYconst = -0.5
 | |
| 
 | |
|     ; Avatar bounding box, upper Y value, constant part, when groundsitting
 | |
|     UpperAvatarBoundingBoxGroundsittingYconst = 0.5
 | |
| 
 | |
|     ; Avatar bounding box, lower Z value, constant part, when groundsitting
 | |
|     LowerAvatarBoundingBoxGroundsittingZconst = -0.05
 | |
| 
 | |
|     ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when groundsitting
 | |
|     LowerAvatarBoundingBoxGroundsittingZcoeff = -0.375
 | |
| 
 | |
|     ; Avatar bounding box, upper Z value, constant part, when groundsitting
 | |
|     UpperAvatarBoundingBoxGroundsittingZconst = 0.5
 | |
| 
 | |
|     ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when groundsitting
 | |
|     UpperAvatarBoundingBoxGroundsittingZcoeff = 0.0
 | |
| 
 | |
|     ; Avatar bounding box, lower X value, constant part, when sitting
 | |
|     LowerAvatarBoundingBoxSittingXconst = -0.5875
 | |
| 
 | |
|     ; Avatar bounding box, upper X value, constant part, when sitting
 | |
|     UpperAvatarBoundingBoxSittingXconst = 0.1875
 | |
| 
 | |
|     ; Avatar bounding box, lower Y value, constant part, when sitting
 | |
|     LowerAvatarBoundingBoxSittingYconst = -0.35
 | |
| 
 | |
|     ; Avatar bounding box, upper Y value, constant part, when sitting
 | |
|     UpperAvatarBoundingBoxSittingYconst = 0.35
 | |
| 
 | |
|     ; Avatar bounding box, lower Z value, constant part, when sitting
 | |
|     LowerAvatarBoundingBoxSittingZconst = -0.35
 | |
| 
 | |
|     ; Avatar bounding box, lower Z value, coefficient to multiply with avatar height, when sitting
 | |
|     LowerAvatarBoundingBoxSittingZcoeff = -0.375
 | |
| 
 | |
|     ; Avatar bounding box, upper Z value, constant part, when sitting
 | |
|     UpperAvatarBoundingBoxSittingZconst = -0.25
 | |
| 
 | |
|     ; Avatar bounding box, upper Z value, coefficient to multiply with avatar height, when sitting
 | |
|     UpperAvatarBoundingBoxSittingZcoeff = 0.25
 | |
| 
 | |
|     ; Safety coefficient for max bounding box from prim size box X coordinate
 | |
|     ; Worst case is twisted and sheared box, 1+sqrt(2)
 | |
|     PrimBoundingBoxSafetyCoefficientX = 2.414214
 | |
| 
 | |
|     ; Safety coefficient for max bounding box from prim size box Y coordinate
 | |
|     ; Worst case is twisted and sheared box, 1+sqrt(2)
 | |
|     PrimBoundingBoxSafetyCoefficientY = 2.414214
 | |
| 
 | |
|     ; Safety coefficient for max bounding box from prim size box Z coordinate
 | |
|     ; Worst case is twisted tube, 0.5+sqrt(1.25)
 | |
|     PrimBoundingBoxSafetyCoefficientZ = 1.618034
 | |
| 
 | |
|     ; Use llCastRay V3 if true.
 | |
|     ; Implements llCastRay similar but not identical to Second Life.
 | |
|     ; See http://wiki.secondlife.com/wiki/LlCastRay .
 | |
|     ; NEW
 | |
|     ; Meshes prims for good accuracy in ray hit detection,
 | |
|     ; handling basic and tortured prims, sculpts and meshes.
 | |
|     ; Uses ellipsoid, correctly sized avatar capsules.
 | |
|     ; Handles complex terrain, multi-prim objects and seated avatars.
 | |
|     ; Implements throttling and the status codes
 | |
|     ; RCERR_UNKNOWN and RCERR_CAST_TIME_EXCEEDED,
 | |
|     ; so LSL scripts need to handle these responses and RCERR_SIM_PERF_LOW.
 | |
|     ; WARNING
 | |
|     ; Can be faster on some servers and scenes, but slower on others,
 | |
|     ; compared to previous version of llCastRay in OpenSimulator.
 | |
|     ; Is in most cases considerably slower than llCastRay in Second Life.
 | |
|     ; Generates geometry meshes and can therefore use much system resources.
 | |
|     UseLlCastRayV3 = false
 | |
| 
 | |
|     ; Accepted calculation precision error in calculations in llCastRay V3
 | |
|     FloatToleranceInLlCastRay = 0.00001
 | |
| 
 | |
|     ; Accepted distance difference between duplicate hits in llCastRay V3
 | |
|     FloatTolerance2InLlCastRay = 0.001
 | |
| 
 | |
|     ; Detail level when rendering prims in llCastRay V3
 | |
|     ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
 | |
|     PrimDetailLevelInLlCastRay = 1
 | |
| 
 | |
|     ; Detail level when rendering sculpts in llCastRay V3
 | |
|     ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
 | |
|     SculptDetailLevelInLlCastRay = 1
 | |
| 
 | |
|     ; Detail level when rendering meshes in llCastRay V3
 | |
|     ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
 | |
|     MeshDetailLevelInLlCastRay = 3
 | |
| 
 | |
|     ; Detail level when rendering avatar capsules in llCastRay V3
 | |
|     ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
 | |
|     AvatarDetailLevelInLlCastRay = 1
 | |
| 
 | |
|     ; Maximum number of returned hits from llCastRay V3
 | |
|     MaxHitsInLlCastRay = 16
 | |
| 
 | |
|     ; Maximum number of returned hits per prim from llCastRay V3
 | |
|     MaxHitsPerPrimInLlCastRay = 16
 | |
| 
 | |
|     ; Maximum number of returned hits per object from llCastRay V3
 | |
|     MaxHitsPerObjectInLlCastRay = 16
 | |
| 
 | |
|     ; Report ray intersections with surfaces on exits from a prim as hits in llCastRay V3 if true
 | |
|     DetectExitHitsInLlCastRay = false
 | |
| 
 | |
|     ; Filter on parts instead of groups in llCastRay V3 if true
 | |
|     FilterPartsInLlCastRay = false
 | |
| 
 | |
|     ; Detect attachments in llCastRay V3 if true
 | |
|     DoAttachmentsInLlCastRay = false
 | |
| 
 | |
|     ; Throttle period length in ms before which all old llCastRay use is discarded in llCastRay V3
 | |
|     ; The sum of AvailableTimeInMsPerRegionInLlCastRay and all AvailableTimeInMsPerAvatarInLlCastRay should not exceed this
 | |
|     ThrottleTimeInMsInLlCastRay = 200
 | |
| 
 | |
|     ; Available time in ms for llCastRay per throttle period and 65536 m2 land area in llCastRay V3
 | |
|     AvailableTimeInMsPerRegionInLlCastRay = 40
 | |
| 
 | |
|     ; Available time in ms for llCastRay per throttle period and avatar when script in attachment or vehicle in llCastRay V3
 | |
|     AvailableTimeInMsPerAvatarInLlCastRay = 10
 | |
| 
 | |
|     ; Required available time in ms left to perform a new llCastRay in llCastRay V3
 | |
|     RequiredAvailableTimeInMsInLlCastRay = 2
 | |
| 
 | |
|     ; Maximum available time in ms possible in llCastRay V3, not to get too high values with varregions
 | |
|     MaximumAvailableTimeInMsInLlCastRay = 40
 | |
| 
 | |
|     ; Use cached meshes in llCastRay V3 if true
 | |
|     ; Improves performance but uses more memory
 | |
|     UseMeshCacheInLlCastRay = true
 | |
| 
 | |
| 
 | |
| [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"
 | |
| 
 | |
|     ; Uncomment if you want to index your data with this and/or other search providers. One entry per
 | |
|     ; data service
 | |
|     ;DATA_SRV_MISearch = "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 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 but deleted scripts stay inactive using memory
 | |
|     ; this may only be a problem if regions stay alive for a long time with lots of scripts added or edited.
 | |
|     ; at this time some mono versions seem to have problems with the true option
 | |
|     ; so default is now false until a fix is found
 | |
|     ; AppDomainLoading = false
 | |
| 
 | |
|     ; 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.
 | |
|     ; It should be true on first run after updating opensim binary version
 | |
|     ; after first run you can change to false.
 | |
|     ; You can also set it to false and delete the script DLLs by hand
 | |
|     ; This does not delete cached scripts state.
 | |
|     ; DeleteScriptsOnStartup = true
 | |
| 
 | |
|     ; CompactMemOnLoad
 | |
|     ; forces calls to memory garbage collector before loading each script DLL during region startup.
 | |
|     ; Peak memory usage is reduced and region starts with a more compacted memory allocation.
 | |
|     ; But this costs a lot of time, so region load will take a lot longer.
 | |
|     ; it is more usefull if there are no previously compiled scripts DLLs (or DeleteScriptsOnStartup = true)
 | |
|     ; CompactMemOnLoad = false
 | |
|     
 | |
|     ; Controls whether scripts are stopped by aborting their threads externally (abort) 
 | |
|     ; or by co-operative checks inserted by OpenSimulator into compiled script (co-op).
 | |
|     ; co-op will be more stable as aborting threads can cause instability.
 | |
|     ; abort was the default option in OpenSimulator 0.8 and before.
 | |
|     ; If this setting is changed between co-op and abort, then existing scripts will automatically be recompiled if necessary.
 | |
|     ; However, the setting change will not take affect until the next time you restart the simulator.
 | |
|     ; Setting changes will not affect state information stored for scripts.
 | |
|     ScriptStopStrategy = co-op
 | |
| 
 | |
|     ; 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,cs)
 | |
|     ; AllowedCompilers=lsl,cs,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
 | |
| 
 | |
|     ; Amount of time in milliseconds we will wait for an event to completely normally when a script stop is requested
 | |
|     ; before aborting the thread (such as when an object containing scripts is taken into inventory).
 | |
|     WaitForEventCompletionOnScriptStop = 1000;
 | |
| 
 | |
|     ; 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
 | |
| 
 | |
|     ; Minimum settable timer interval. Any timer setting less than this is
 | |
|     ; rounded up to this minimum interval.
 | |
|     ; MinTimerInterval = 0.5
 | |
| 
 | |
|     ; 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"
 | |
| 
 | |
| 
 | |
| [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 Group module very chatty on the console.
 | |
|     DebugEnabled     = false
 | |
| 
 | |
|     ; This makes the Groups Messaging module very chatty on the console.
 | |
|     DebugMessagingEnabled = 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 
 | |
| 
 | |
|     ; Experimental option to only message cached online users rather than all users
 | |
|     ; Should make large group with few online members messaging faster, as the expense of more calls to ROBUST presence service
 | |
|     ; (Flotsam groups only; in V2 this is always on)
 | |
|     MessageOnlineUsersOnly = false
 | |
| 
 | |
|     ; 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,
 | |
| 	; only set to false it if you absolute sure regions and groups server suport it.
 | |
|     ; XmlRpcDisableKeepAlive = true
 | |
| 
 | |
|     ; Minimum user level required to create groups
 | |
|     ;LevelGroupCreate = 0
 | |
| 
 | |
| 
 | |
| [PacketPool]
 | |
|     ;RecyclePackets = true;
 | |
|     ;RecycleDataBlocks = true;
 | |
| 
 | |
|     ; If true, then the basic packet objects used to receive data are also recycled, not just the LLUDP packets.
 | |
|     ; This reduces data churn
 | |
|     RecycleBaseUDPPackets = 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
 | |
| 	
 | |
| 	; TEST OPTION KEEP AS FALSE
 | |
| 	; if true, don't send object updates if outside view range
 | |
| 	ObjectsCullingByDistance = false
 | |
| 
 | |
|     ; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in the same region
 | |
|     ; Updates will always be sent to the avatar that the update addresses and if av velocity is effectively zero (to prevent drift due to missing updates).
 | |
|     ; n > 1 will reduce UDP traffic but will lead to laggier movement observed in other avatars.
 | |
|     RootTerseUpdatePeriod = 0
 | |
| 
 | |
|     ; If n > 1, only every n UDP terse updates will be sent to observers of an avatar that are in another region
 | |
|     ; n > 1 will reduce UDP traffic but may lead to laggier movement observed in other avatars, though values up to 4 may not generate a noticeable effect.
 | |
|     ChildTerseUpdatePeriod = 0
 | |
|     
 | |
|     ; Send an update to clients if the difference from the last sent avatar position is greater than this tolerance
 | |
|     RootPositionUpdateTolerance = 0.05
 | |
| 
 | |
|     ; Send an update to clients if the euclidian difference from the last sent avatar rotation is greater than this tolerance
 | |
|     RootRotationUpdateTolerance = 0.1
 | |
| 
 | |
|     ; Send an update to clients if the difference from the last sent avatar velocity is greater than this tolerance
 | |
|     RootVelocityUpdateTolerance = 0.001
 | |
| 
 | |
| [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
 | |
| 
 | |
| 
 | |
| [WebStats]
 | |
|     ; 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/
 | |
|     ; enabled=false
 | |
| 
 | |
| [Statistics]
 | |
| 	; NumberOfFrames is used in a moving average calculation, where NumberOfFrames is the number of frames 
 | |
| 	; to include in the averaging calculations
 | |
| 	NumberOfFrames=10
 | |
| 
 | |
| [MediaOnAPrim]
 | |
|     ; Enable media on a prim facilities
 | |
|     Enabled = true;
 | |
| 
 | |
| 
 | |
| [NPC]
 | |
|     ;; Enable Non Player Character (NPC) facilities
 | |
|     Enabled = false
 | |
| 	;; several options to control NPCs creation
 | |
| 	
 | |
| 	;; allow NPCs to be created not Owned {true false} default: true
 | |
|     ; AllowNotOwned = true
 | |
| 	
 | |
| 	;; allow NPCs to set to be sensed as Avatars {true false} default: true
 | |
|     ; AllowSenseAsAvatar = true
 | |
| 	
 | |
| 	;; allow NPCs to created cloning any avatar in region {true false} default: true
 | |
|     ; AllowCloneOtherAvatars = true
 | |
| 	
 | |
| 	;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
 | |
|     ; NoNPCGroup = true 
 | |
| 
 | |
| [Terrain]
 | |
|     ; Values can be "pinhead-island" or "flat"
 | |
|     InitialTerrain = "pinhead-island"
 | |
|     ; If 'true' each avatar is only sent terrain patches within their view distance
 | |
|     ; This also changes the region terrain loading from 'lawn mower' to ordered around
 | |
|     ;     the avatar outward.
 | |
|     SendTerrainUpdatesByViewDistance = True
 | |
| 
 | |
| [LandManagement]
 | |
|     ; When editing terrain or objects, parcel layer info is updated in the viewer.
 | |
|     ;   This can be expensive for large regions. If this variable is 'true', only the
 | |
|     ;   parcel layer data around the area of interest is sent. The parcel layer info
 | |
|     ;   is sent for 'ParcelLayerViewDistance' around the interest point.
 | |
|     ; If 'ParcelLayerViewDistance' is >= 128, the operation for legacy sized regions
 | |
|     ;   will be what it has always been (send the whole region's parcel layer info).
 | |
|     ; Other parcel updates (login, changing parcel ownership, ...) will still send
 | |
|     ;   whole region.
 | |
|     LimitParcelLayerUpdateDistance = true
 | |
|     ParcelLayerViewDistance = 128
 | |
| 	
 | |
| 	; set this to false to not display parcel ban lines
 | |
| 	ShowParcelBansLines = true
 | |
| 
 | |
| ;; 
 | |
| ;; 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
 | |
| 
 | |
| 
 | |
| ;;
 | |
| ;; JsonStore module provides structured store for scripts 
 | |
| ;; 
 | |
| [JsonStore]
 | |
|     Enabled = False
 | |
| 
 | |
|     ;; Enable direct access to the SOP dynamic attributes
 | |
|     EnableObjectStore = False
 | |
|     MaxStringSpace = 0
 | |
| 
 | |
| 
 | |
| ;;
 | |
| ;; 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
 | |
| 
 | |
| 
 | |
| [Sounds]
 | |
|     ;; {Module} {} {Implementation of ISoundModule to use.} {OpenSim.Region.CoreModules.dll:SoundModule}
 | |
|     Module = OpenSim.Region.CoreModules.dll:SoundModule
 | |
| 
 | |
|     ;; {MaxDistance} {} {Cut-off distance at which sounds will not be sent to users} {100.0}
 | |
|     MaxDistance = 100.0
 | |
| 
 | |
| 
 | |
| [ServiceThrottle]
 | |
|     ;; Default time interval (in ms) for the throttle service thread to wake up
 | |
|     Interval = 5000
 | |
| 
 | |
| [Dwell]
 | |
|     ;; This enables the built in basic dwell module
 | |
|     DwellModule = DefaultDwellModule
 | |
| 
 | |
| [Modules]
 | |
|     Include-modules = "addon-modules/*/config/*.ini"
 | |
| 
 |