1037 lines
49 KiB
Plaintext
1037 lines
49 KiB
Plaintext
;; This is the main configuration file for OpenSimulator.
|
|
;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
|
|
;; If it's named OpenSim.ini.example then you will need to copy it to
|
|
;; OpenSim.ini first (if that file does not already exist)
|
|
;;
|
|
;; If you are copying, then once you have copied OpenSim.ini.example to
|
|
;; OpenSim.ini you will need to pick an architecture in the [Architecture]
|
|
;; section at the end of this file.
|
|
;;
|
|
;; The settings in this file are in the form "<key> = <value>". For example,
|
|
;; save_crashes = false in the [Startup] section below.
|
|
;;
|
|
;; All settings are initially commented out and the default value used, as
|
|
;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
|
|
;; deleting the initial semicolon (;) and then change the value. This will
|
|
;; override the value in OpenSimDefaults.ini
|
|
;;
|
|
;; If you want to find out what configuration OpenSimulator has finished with
|
|
;; once all the configuration files are loaded then type "config show" on the
|
|
;; region console command line.
|
|
;;
|
|
;;
|
|
;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
|
|
;;
|
|
;; All leading white space is ignored, but preserved.
|
|
;;
|
|
;; Double semicolons denote a text comment
|
|
;;
|
|
;; ;# denotes a configuration directive description
|
|
;; formatted as:
|
|
;; {option} {depends on} {question to ask} {choices} default value
|
|
;; Any text comments following the declaration, up to the next blank line.
|
|
;; will be copied to the generated file (NOTE: generation is not yet
|
|
;; implemented)
|
|
;;
|
|
;; A * in the choices list will allow an empty entry.
|
|
;; An empty question will set the default if the dependencies are
|
|
;; satisfied.
|
|
;;
|
|
;; ; denotes a commented out option.
|
|
;; Any options added to OpenSim.ini.example should be initially commented
|
|
;; out.
|
|
|
|
|
|
[Startup]
|
|
;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
|
|
;; Console prompt
|
|
;; Certain special characters can be used to customize the prompt
|
|
;; Currently, these are
|
|
;; \R - substitute region name
|
|
;; \\ - substitute \
|
|
; ConsolePrompt = "Region (\R) "
|
|
|
|
;# {save_crashes} {} {Save crashes to disk?} {true false} false
|
|
;; Set this to true if you want to log crashes to disk
|
|
;; this can be useful when submitting bug reports.
|
|
;; However, this will only log crashes within OpenSimulator that cause the
|
|
;; entire program to exit
|
|
;; It will not log crashes caused by virtual machine failures, which
|
|
;; includes mono and ODE failures.
|
|
;; You will need to capture these native stack traces by recording the
|
|
;; session log itself.
|
|
; save_crashes = false
|
|
|
|
;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
|
|
;; Directory to save crashes to if above is enabled
|
|
;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
|
|
; crash_dir = "crashes"
|
|
|
|
;# {PIDFile} {} {Path to PID file?} {}
|
|
;; Place to create a PID file
|
|
; PIDFile = "/tmp/my.pid"
|
|
|
|
;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
|
|
;; Determine where OpenSimulator looks for the files which tell it
|
|
;; which regions to server
|
|
;; Default is "filesystem"
|
|
; region_info_source = "filesystem"
|
|
; region_info_source = "web"
|
|
|
|
;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
|
|
;; Determines where the region XML files are stored if you are loading
|
|
;; these from the filesystem.
|
|
;; Defaults to bin/Regions in your OpenSimulator installation directory
|
|
; regionload_regionsdir="C:\somewhere\xmlfiles\"
|
|
|
|
;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
|
|
;; Determines the page from which regions xml is retrieved if you are
|
|
;; loading these from the web.
|
|
;; The XML here has the same format as it does on the filesystem
|
|
;; (including the <Root> tag), except that everything is also enclosed
|
|
;; in a <Regions> tag.
|
|
; regionload_webserver_url = "http://example.com/regions.xml";
|
|
|
|
;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
|
|
;; Allow the simulator to start up if there are no region configuration available
|
|
;; from the selected region_info_source.
|
|
; allow_regionless = false
|
|
|
|
;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
|
|
;; Minimum size for non-physical prims. Affects resizing of existing
|
|
;; prims. This can be overriden in the region config file (as
|
|
;; NonPhysicalPrimMin!).
|
|
; NonPhysicalPrimMin = 0.001
|
|
|
|
;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
|
|
;; Maximum size for non-physical prims. Affects resizing of existing
|
|
;; prims. This can be overriden in the region config file (as
|
|
;; NonPhysicalPrimMax!).
|
|
; NonPhysicalPrimMax = 256
|
|
|
|
;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 10
|
|
;; Maximum size where a prim can be physical. Affects resizing of
|
|
;; existing prims. This can be overriden in the region config file.
|
|
; PhysicalPrimMin = 0.01
|
|
|
|
;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10
|
|
;; Maximum size where a prim can be physical. Affects resizing of
|
|
;; existing prims. This can be overriden in the region config file.
|
|
; PhysicalPrimMax = 10
|
|
|
|
;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
|
|
;; If a viewer attempts to rez a prim larger than the non-physical or
|
|
;; physical prim max, clamp the dimensions to the appropriate maximum
|
|
;; This can be overriden in the region config file.
|
|
; ClampPrimSize = false
|
|
|
|
;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
|
|
;; Maximum number of prims allowable in a linkset. Affects creating new
|
|
;; linksets. Ignored if less than or equal to zero.
|
|
;; This can be overriden in the region config file.
|
|
; LinksetPrims = 0
|
|
|
|
;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
|
|
;; Allow scripts to keep running when they cross region boundaries, rather
|
|
;; than being restarted. State is reloaded on the destination region.
|
|
;; This only applies when crossing to a region running in a different
|
|
;; simulator.
|
|
;; For crossings where the regions are on the same simulator the script is
|
|
;; always kept running.
|
|
; AllowScriptCrossing = true
|
|
|
|
;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
|
|
;; Allow compiled script binary code to cross region boundaries.
|
|
;; If you set this to "true", any region that can teleport to you can
|
|
;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
|
|
;; YOU HAVE BEEN WARNED!!!
|
|
; TrustBinaries = false
|
|
|
|
;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content!)} {true false} false
|
|
;; Combine all contiguous regions into one large megaregion
|
|
;; Order your regions from South to North, West to East in your regions.ini
|
|
;; and then set this to true
|
|
;; Warning! Don't use this with regions that have existing content!,
|
|
;; This will likely break them
|
|
; CombineContiguousRegions = false
|
|
|
|
;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
|
|
;; If you have only one region in an instance, or to avoid the many bugs
|
|
;; that you can trigger in modules by restarting a region, set this to
|
|
;; true to make the entire instance exit instead of restarting the region.
|
|
;; This is meant to be used on systems where some external system like
|
|
;; Monit will restart any instance that exits, thereby making the shutdown
|
|
;; into a restart.
|
|
; InworldRestartShutsDown = false
|
|
|
|
;; Persistence of changed objects happens during regular sweeps. The
|
|
;; following control that behaviour to prevent frequently changing objects
|
|
;; from heavily loading the region data store.
|
|
;; If both of these values are set to zero then persistence of all changed
|
|
;; objects will happen on every sweep.
|
|
|
|
;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
|
|
;; Objects will be considered for persistance in the next sweep when they
|
|
;; have not changed for this number of seconds.
|
|
; MinimumTimeBeforePersistenceConsidered = 60
|
|
|
|
;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
|
|
;; Objects will always be considered for persistance in the next sweep
|
|
;; if the first change occurred this number of seconds ago.
|
|
; MaximumTimeBeforePersistenceConsidered = 600
|
|
|
|
;# {see_into_this_sim_from_neighbor} {} {Should avatars in neighbor sims see objects in this sim?} {true false} true
|
|
;; Should avatars in neighbor sims see objects in this sim?
|
|
; see_into_this_sim_from_neighbor = true
|
|
|
|
;# {physical_prim} {} {Allow prims to be physical?} {true false} true
|
|
;; if you would like to allow prims to be physical and move by physics
|
|
;; with the physical checkbox in the client set this to true.
|
|
; physical_prim = true
|
|
|
|
;; Select a mesher here.
|
|
;;
|
|
;; Meshmerizer properly handles complex prims by using triangle meshes.
|
|
;; Note that only the ODE physics engine currently deals with meshed
|
|
;; prims in a satisfactory way.
|
|
|
|
;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
|
|
;; ZeroMesher is faster but leaves the physics engine to model the mesh
|
|
;; using the basic shapes that it supports.
|
|
;; Usually this is only a box.
|
|
;; Default is Meshmerizer
|
|
; meshing = Meshmerizer
|
|
; meshing = ZeroMesher
|
|
|
|
;; Choose one of the physics engines below
|
|
;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine
|
|
;; OpenDynamicsEngine is by some distance the most developed physics engine
|
|
;; BulletSim is incomplete and experimental but in active development. BulletSimN is a purely C# version of BulletSim.
|
|
;; basicphysics effectively does not model physics at all, making all
|
|
;; objects phantom.
|
|
;; Default is OpenDynamicsEngine
|
|
; physics = OpenDynamicsEngine
|
|
; physics = BulletSim
|
|
; physics = BulletSimN
|
|
; physics = basicphysics
|
|
; physics = POS
|
|
|
|
;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
|
|
;; Permission modules to use, separated by comma.
|
|
;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
|
|
; permissionmodules = DefaultPermissionsModule
|
|
|
|
;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
|
|
;; These are the parameters for the default permissions module
|
|
;;
|
|
;; 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
|
|
; serverside_object_permissions = true
|
|
|
|
;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
|
|
;; This allows users with a UserLevel of 200 or more to assume god
|
|
;; powers in the regions in this simulator.
|
|
; allow_grid_gods = false
|
|
|
|
;; This allows some control over permissions
|
|
;; please note that this still doesn't duplicate SL, and is not intended to
|
|
;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
|
|
;; Allow region owners to assume god powers in their regions
|
|
; region_owner_is_god = true
|
|
|
|
;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
|
|
;; Allow region managers to assume god powers in regions they manage
|
|
; region_manager_is_god = false
|
|
|
|
;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
|
|
;; Allow parcel owners to assume god powers in their parcels
|
|
; parcel_owner_is_god = true
|
|
|
|
;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
|
|
;; More control over permissions
|
|
;; This is definitely not SL!
|
|
;; 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
|
|
; simple_build_permissions = false
|
|
|
|
|
|
;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
|
|
;; Default script engine to use. Currently, we only have XEngine
|
|
; DefaultScriptEngine = "XEngine"
|
|
|
|
;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
|
|
;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
|
|
;; required
|
|
; HttpProxy = "http://proxy.com:8080"
|
|
|
|
;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
|
|
;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
|
|
;; list of regular expressions for URLs that you don't want to go through
|
|
;; the proxy.
|
|
;; For example, servers inside your firewall.
|
|
;; Separate patterns with a ';'
|
|
; HttpProxyExceptions = ".mydomain.com;localhost"
|
|
|
|
;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
|
|
;; The email module requires some configuration. It needs an SMTP
|
|
;; server to send mail through.
|
|
; emailmodule = DefaultEmailModule
|
|
|
|
;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
|
|
;; 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} {} {Allow users with landmarks to override telehub routing} {true false} false
|
|
;; TelehubAllowLandmark allows users with landmarks to override telehub
|
|
;; routing and land at the landmark coordinates when set to true
|
|
;; default is false
|
|
; TelehubAllowLandmark = false
|
|
|
|
;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
|
|
;; Bar (|) separated list of viewers which may gain access to the regions.
|
|
;; One can use a substring of the viewer name to enable only certain
|
|
;; versions
|
|
;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
|
|
;; - "Imprudence" has access
|
|
;; - "Imprudence 1.3" has access
|
|
;; - "Imprudence 1.3.1" has no access
|
|
; AllowedViewerList =
|
|
|
|
;# {BannedClients} {} {Bar (|) separated list of banned clients} {}
|
|
;# Bar (|) separated list of viewers which may not gain access to the regions.
|
|
;; One can use a Substring of the viewer name to disable only certain
|
|
;; versions
|
|
;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
|
|
;; - "Imprudence" has no access
|
|
;; - "Imprudence 1.3" has no access
|
|
;; - "Imprudence 1.3.1" has access
|
|
; BannedViewerList =
|
|
|
|
[Map]
|
|
;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
|
|
;; 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 overriden
|
|
;; 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
|
|
|
|
;# {MapImageModule} [] {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
|
|
;; 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"
|
|
|
|
;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
|
|
;; If desired, a running region can update the map tiles periodically
|
|
;; to reflect building activity. This names no sense of you don't have
|
|
;; prims on maptiles. Value is in seconds.
|
|
; MaptileRefresh = 0
|
|
|
|
;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
|
|
;; If not generating maptiles, use this static texture asset ID
|
|
; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
|
|
|
|
;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
|
|
;; Use terrain texture for maptiles if true, use shaded green if false
|
|
; TextureOnMapTile = true
|
|
|
|
;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
|
|
;; 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
|
|
|
|
|
|
[Estates]
|
|
; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
|
|
; If these values are uncommented then they will be used to create a default estate as necessary.
|
|
; New regions will be automatically assigned to that default estate.
|
|
|
|
;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
|
|
;; Name for the default estate
|
|
; DefaultEstateName = My Estate
|
|
|
|
;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
|
|
;; Name for default estate owner
|
|
; DefaultEstateOwnerName = FirstName LastName
|
|
|
|
|
|
; ** Standalone Estate Settings **
|
|
; The following parameters will only be used on a standalone system to
|
|
; create an estate owner that does not already exist
|
|
|
|
;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
|
|
;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
|
|
;; UUID will be assigned. This is normally what you want
|
|
; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
|
|
|
|
;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
|
|
;; Email address for the default estate owner
|
|
; DefaultEstateOwnerEMail = owner@domain.com
|
|
|
|
;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
|
|
;; Password for the default estate owner
|
|
; DefaultEstateOwnerPassword = password
|
|
|
|
|
|
[SMTP]
|
|
;; The SMTP server enabled the email module to send email to external
|
|
;; destinations.
|
|
|
|
;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
|
|
;; Enable sending email via SMTP
|
|
; enabled = false
|
|
|
|
;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
|
|
; internal_object_host = lsl.opensim.local
|
|
|
|
;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
|
|
; host_domain_header_from = "127.0.0.1"
|
|
|
|
;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
|
|
; email_pause_time = 20
|
|
|
|
;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
|
|
; email_max_size = 4096
|
|
|
|
;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
|
|
; SMTP_SERVER_HOSTNAME = "127.0.0.1"
|
|
|
|
;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
|
|
; SMTP_SERVER_PORT = 25
|
|
|
|
;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
|
|
; SMTP_SERVER_LOGIN = ""
|
|
|
|
;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
|
|
; SMTP_SERVER_PASSWORD = ""
|
|
|
|
[Network]
|
|
|
|
;# {ConsoleUser} {} {User name for console account} {}
|
|
;; Configure the remote console user here. This will not actually be used
|
|
;; unless you use -console=rest at startup.
|
|
; ConsoleUser = "Test"
|
|
;# {ConsolePass} {} {Password for console account} {}
|
|
; ConsolePass = "secret"
|
|
;# {console_port} {} {Port for console connections} {} 0
|
|
; console_port = 0
|
|
|
|
;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
|
|
;; Simulator HTTP port. This is not the region port, but the port the
|
|
;; entire simulator listens on. This port uses the TCP protocol, while
|
|
;; the region ports use UDP.
|
|
; http_listener_port = 9000
|
|
|
|
;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
|
|
;; 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"
|
|
|
|
;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
|
|
;; 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
|
|
;; The below is not commented for compatibility.
|
|
shard = "OpenSim"
|
|
|
|
;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
|
|
;; 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)"
|
|
|
|
[XMLRPC]
|
|
;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
|
|
;; If enabled and set to XmlRpcRouterModule, this will post an event,
|
|
;; "xmlrpc_uri(string)" to the script concurrently with the first
|
|
;; remote_data event. This will contain the fully qualified URI an
|
|
;; external site needs to use to send XMLRPC requests to that script
|
|
;;
|
|
;; If enabled and set to XmlRpcGridRouterModule, newly created channels
|
|
;; will be registered with an external service via a configured uri
|
|
;XmlRpcRouterModule = "XmlRpcRouterModule"
|
|
|
|
;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
|
|
;XmlRpcPort = 20800
|
|
|
|
;# {XmlRpcHubURI} {XmlRpcRouterModule} {URI for external service used to register xmlrpc channels created in the simulator. This depends on XmlRpcRouterModule being set to XmlRpcGridRouterModule} http://example.com
|
|
;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
|
|
;; will use this address to register xmlrpc channels on the external
|
|
;; service
|
|
; XmlRpcHubURI = http://example.com
|
|
|
|
|
|
[ClientStack.LindenUDP]
|
|
;; See OpensSimDefaults.ini for the throttle options. You can copy the
|
|
;; relevant sections and override them here.
|
|
;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
|
|
;; with the next update!
|
|
|
|
;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
|
|
;; 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.
|
|
;; This is especially important in artistic builds that depend on lights
|
|
;; on the build for their appearance, since facelights will cause the
|
|
;; building's lights to possibly not be rendered.
|
|
; DisableFacelights = "false"
|
|
|
|
|
|
[ClientStack.LindenCaps]
|
|
;; For the long list of capabilities, see OpenSimDefaults.ini
|
|
;; Here are the few ones you may want to change. Possible values
|
|
;; are:
|
|
;; "" -- empty, capability disabled
|
|
;; "localhost" -- capability enabled and served by the simulator
|
|
;; "<url>" -- capability enabled and served by some other server
|
|
;;
|
|
; These are enabled by default to localhost. Change if you see fit.
|
|
Cap_GetTexture = "localhost"
|
|
Cap_GetMesh = "localhost"
|
|
; This is disabled by default. Change if you see fit. Note that
|
|
; serving this cap from the simulators may lead to poor performace.
|
|
Cap_WebFetchInventoryDescendents = ""
|
|
|
|
|
|
[SimulatorFeatures]
|
|
|
|
;# {MapImageServerURI} {} {URL for the map server} {}
|
|
; Experimental new information sent in SimulatorFeatures cap for Kokua
|
|
; viewers
|
|
; meant to override the MapImage and search server url given at login, and varying
|
|
; on a sim-basis.
|
|
; Viewers that don't understand it, will ignore it
|
|
;MapImageServerURI = "http://127.0.0.1:9000/"
|
|
;# {SearchServerURI} {} {URL of the search server} {}
|
|
;SearchServerURI = "http://127.0.0.1:9000/"
|
|
|
|
|
|
[Chat]
|
|
;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
|
|
;; Distance in meters that whispers should travel.
|
|
; whisper_distance = 10
|
|
|
|
;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
|
|
;; Distance in meters that ordinary chat should travel.
|
|
; say_distance = 20
|
|
|
|
;# {shout_distance} {Distance at which a shout is heard, in meters?} {} 100
|
|
;; Distance in meters that shouts should travel.
|
|
; shout_distance = 100
|
|
|
|
|
|
[Messaging]
|
|
;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
|
|
;; Module to handle offline messaging. The core module requires an external
|
|
;; web service to do this. See OpenSim wiki.
|
|
; OfflineMessageModule = OfflineMessageModule
|
|
;; Or, alternatively, use this one, which works for both standalones and grids
|
|
; OfflineMessageModule = "Offline Message Module V2"
|
|
|
|
;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
|
|
;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
|
|
; OfflineMessageURL = http://yourserver/Offline.php or http://yourrobustserver:8003
|
|
|
|
;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
|
|
;; For standalones, this is the storage dll.
|
|
; StorageProvider = OpenSim.Data.MySQL.dll
|
|
|
|
;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
|
|
;; Mute list handler (not yet implemented). MUST BE SET to allow offline
|
|
;; messages to work
|
|
; MuteListModule = MuteListModule
|
|
|
|
;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
|
|
;; URL of the web service that serves mute lists. Not currently used, but
|
|
;; must be set to allow offline messaging to work.
|
|
; MuteListURL = http://yourserver/Mute.php
|
|
|
|
;; Control whether group messages are forwarded to offline users.
|
|
;; Default is true.
|
|
;; This applies to the core groups module (Flotsam) only.
|
|
; ForwardOfflineGroupMessages = true
|
|
|
|
|
|
[ODEPhysicsSettings]
|
|
;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
|
|
;; Do we want to mesh sculpted prim to collide like they look?
|
|
;; If you are seeing sculpt texture decode problems
|
|
;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
|
|
;; then you might want to try setting this to false.
|
|
; mesh_sculpted_prim = true
|
|
|
|
;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false
|
|
;; If you would like physics joints to be enabled through a special naming
|
|
;; convention in the client, set this to true.
|
|
;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
|
|
; use_NINJA_physics_joints = false
|
|
|
|
|
|
[RemoteAdmin]
|
|
;; This is the remote admin module, which uses XMLRPC requests to
|
|
;; manage regions from a web interface.
|
|
|
|
;# {enabled} {} {Enable the remote admin interface?} {true false} false
|
|
; enabled = false
|
|
|
|
;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
|
|
;; Set this to a nonzero value to have remote admin use a different port
|
|
; port = 0
|
|
|
|
;# {access_password} {enabled:true} {Password for the remote admin interface} {}
|
|
;; This password is required to make any XMLRPC call (should be set as
|
|
;; the "password" parameter)
|
|
; access_password = ""
|
|
|
|
;# 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 =
|
|
|
|
;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
|
|
;; 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
|
|
; create_region_enable_voice = false
|
|
|
|
;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} 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)
|
|
; create_region_public = false
|
|
|
|
;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
|
|
;; enable only those methods you deem to be appropriate using a | delimited
|
|
;; whitelist.
|
|
;; For example:
|
|
;; enabled_methods = admin_broadcast|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, 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
|
|
|
|
|
|
[Wind]
|
|
;# {enabled} {} {Enable wind module?} {true false} true
|
|
;; Enables the wind module.
|
|
; enabled = true
|
|
|
|
;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
|
|
;; 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 = 5.0
|
|
; var_direction = 30.0
|
|
; rate_change = 1.0
|
|
|
|
;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
|
|
;; This setting is specific to the SimpleRandomWind plugin
|
|
;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
|
|
; strength = 1.0
|
|
|
|
|
|
[LightShare]
|
|
;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
|
|
;; 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
|
|
|
|
|
|
[DataSnapshot]
|
|
;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
|
|
;; The following set of configs pertains to search.
|
|
;; Set index_sims to true to enable search engines to index your
|
|
;; searchable data.
|
|
;; If false, no data will be exposed, DataSnapshot module will be off,
|
|
;; and you can ignore the rest of these search-related configs.
|
|
; index_sims = false
|
|
|
|
;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
|
|
;; The variable data_exposure controls what the regions expose:
|
|
;; minimum: exposes only things explicitly marked for search
|
|
;; all: exposes everything
|
|
; data_exposure = minimum
|
|
|
|
;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
|
|
;; If search is on, change this to your grid name; will be ignored for
|
|
;; standalones
|
|
; gridname = "OSGrid"
|
|
|
|
;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
|
|
;; 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"
|
|
|
|
;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
|
|
; This semicolon-separated string serves to notify specific data services
|
|
; about the existence of this sim. Uncomment if you want to index your
|
|
; data with this and/or other search providers.
|
|
; data_services="http://metaverseink.com/cgi-bin/register.py"
|
|
|
|
|
|
[Economy]
|
|
;# {SellEnabled} {} {Enable selling for 0?} {true false} true
|
|
; 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
|
|
|
|
;# {PriceUpload} {} {Price for uploading?} {} 0
|
|
;; Money Unit fee to upload textures, animations etc. Default is 0.
|
|
; PriceUpload = 0
|
|
|
|
;# {PriceGroupCreate} {} {Fee for group creation} {} 0
|
|
;; Money Unit fee to create groups. Default is 0.
|
|
; PriceGroupCreate = 0
|
|
|
|
|
|
[XEngine]
|
|
;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
|
|
;; 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
|
|
|
|
;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
|
|
;; 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 script engine thread in bytes.
|
|
;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
|
|
;; The trade-off may be increased memory usage by the script engine.
|
|
; ThreadStackSize = 262144
|
|
|
|
;; Set this to true (the default) to load each script into a separate
|
|
;; AppDomain.
|
|
;;
|
|
;; Setting this to false will load all script assemblies into the
|
|
;; current AppDomain, which will significantly improve script loading times.
|
|
;; It will also reduce initial per-script memory overhead.
|
|
;;
|
|
;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
|
|
;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
|
|
;; Some Windows users have also reported script loading problems when AppDomainLoading = false
|
|
; AppDomainLoading = true
|
|
|
|
;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
|
|
;; co-op will be more stable but this option is currently experimental.
|
|
;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
|
|
;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
|
|
;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
|
|
;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
|
|
;; Current valid values are "abort" and "co-op"
|
|
; ScriptStopStrategy = abort
|
|
|
|
|
|
;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} (true false) true
|
|
;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
|
|
;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
|
|
;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
|
|
;; by scripts have changed.
|
|
; DeleteScriptsOnStartup = true
|
|
|
|
;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
|
|
;; Default language for scripts
|
|
; DefaultCompileLanguage = "lsl"
|
|
|
|
;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
|
|
;; List of allowed languages (lsl,vb,cs)
|
|
;; AllowedCompilers=lsl,cs,js,vb.
|
|
;; *warning*, non lsl languages have access to static methods such as
|
|
;; System.IO.File. Enable at your own risk.
|
|
; AllowedCompilers = "lsl"
|
|
|
|
;; Compile debug info (line numbers) into the script assemblies
|
|
; CompileWithDebugInformation = true
|
|
|
|
;; Allow the user of mod* functions. This allows a script to pass messages
|
|
;; to a region module via the modSendCommand() function
|
|
;; Default is false
|
|
; AllowMODFunctions = false
|
|
|
|
;# {AllowOSFunctions} {Enabled:true} {Allow OSFunctions? (DANGEROUS!)} {true false} false
|
|
;; Allow the use of os* functions (some are dangerous)
|
|
; AllowOSFunctions = false
|
|
|
|
;# {AllowLightShareFunctions} {Enabled:false [LightShare]enable_windlight:true} {Allow LightShare functions?} {true false} false
|
|
; Allow the use of LightShare functions.
|
|
; The setting enable_windlight = true must also be enabled in the [LightShare] section.
|
|
; AllowLightShareFunctions = false
|
|
|
|
;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow
|
|
;; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
|
|
;; See http://opensimulator.org/wiki/Threat_level for more information on these levels.
|
|
;; We do not recommend that use set a general level above Low unless you have a high level of trust
|
|
;; in all the users that can run scripts in your simulator. It is safer to explicitly
|
|
;; allow certain types of user to run higher threat level OSSL functions, as detailed later on.
|
|
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 the object group is the same group as the parcel
|
|
; - PARCEL_OWNER: allow if the object owner is the parcel owner
|
|
; - ESTATE_MANAGER: allow if the object owner is an estate manager
|
|
; - ESTATE_OWNER: allow if the object owner is the estate owner
|
|
; 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.
|
|
|
|
;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
|
|
;; Time a script can spend in an event handler before it is interrupted
|
|
; EventLimit = 30
|
|
|
|
;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
|
|
;; If a script overruns it's event limit, kill the script?
|
|
; KillTimedOutScripts = false
|
|
|
|
;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
|
|
;; Sets the multiplier for the scripting delays
|
|
; ScriptDelayFactor = 1.0
|
|
|
|
;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
|
|
;; The factor the 10 m distances limits are multiplied by
|
|
; ScriptDistanceLimitFactor = 1.0
|
|
|
|
;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
|
|
;; Maximum length of notecard line read
|
|
;; Increasing this to large values potentially opens
|
|
;; up the system to malicious scripters
|
|
; NotecardLineReadCharsMax = 255
|
|
|
|
;# {SensorMaxRange} {} {Sensor range} {} 96.0
|
|
;; Sensor settings
|
|
; SensorMaxRange = 96.0
|
|
;# {SensorMaxResults} {} {Max sensor results returned?} {}
|
|
; SensorMaxResults = 16
|
|
|
|
;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
|
|
;; Disable underground movement of prims (default true); set to
|
|
;; false to allow script controlled underground positioning of
|
|
;; prims
|
|
; DisableUndergroundMovement = true
|
|
|
|
;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
|
|
;; Path to script engine assemblies
|
|
;; Default is ./bin/ScriptEngines
|
|
; ScriptEnginesPath = "ScriptEngines"
|
|
|
|
|
|
[MRM]
|
|
;; Enables the Mini Region Modules Script Engine.
|
|
; 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
|
|
|
|
|
|
[FreeSwitchVoice]
|
|
;; In order for this to work you need a functioning FreeSWITCH PBX set up.
|
|
;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
|
|
; Enabled = false
|
|
|
|
;; You need to load a local service for a standalone, and a remote service
|
|
;; for a grid region. Use one of the lines below, as appropriate
|
|
;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
|
|
; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
|
|
; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
|
|
|
|
;; If using a remote connector, specify the server URL
|
|
; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
|
|
|
|
|
|
[Groups]
|
|
;# {Enabled} {} {Enable groups?} {true false} false
|
|
;; Enables the groups module
|
|
; Enabled = false
|
|
|
|
;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
|
|
;; The default 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 = Default
|
|
;; or... use Groups Module V2, which works for standalones and robust grids
|
|
; Module = "Groups Module V2"
|
|
|
|
;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
|
|
; StorageProvider = OpenSim.Data.MySQL.dll
|
|
|
|
;# {ServicesConnectorModule} {Module:GroupsModule Module:Groups Module V2} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector "Groups Local Service Connector" "Groups Remote Service Connector" "Groups HG Service Connector"} XmlRpcGroupsServicesConnector
|
|
;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
|
|
;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
|
|
;; -- for Simian Groups use SimianGroupsServicesConnector
|
|
;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
|
|
;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
|
|
;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
|
|
;; Note that the quotes "" around the words are important!
|
|
; ServicesConnectorModule = XmlRpcGroupsServicesConnector
|
|
|
|
;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
|
|
;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
|
|
; LocalService = local
|
|
|
|
;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
|
|
;; URI for the groups services of this grid
|
|
;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
|
|
;; or http://mygridserver.com:82/Grid/ for SimianGrid
|
|
;; or http:://mygridserver.com:8003 for robust, V2
|
|
;; Leave it commented for standalones, V2
|
|
; GroupsServerURI = ""
|
|
|
|
;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
|
|
;; Used for V2 in HG only. For example
|
|
;; http://mygridserver.com:9000 or http://mygridserver.com:8002
|
|
;; If you have this set under [Startup], no need to set it here, leave it commented
|
|
; HomeURI = ""
|
|
|
|
;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
|
|
; MessagingEnabled = true
|
|
|
|
;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
|
|
; MessagingModule = GroupsMessagingModule
|
|
;; or use V2 for Groups V2
|
|
; MessagingModule = "Groups Messaging Module V2"
|
|
|
|
;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
|
|
;; Enable Group Notices
|
|
; NoticesEnabled = true
|
|
|
|
;; This makes the Groups modules very chatty on the console.
|
|
; DebugEnabled = false
|
|
|
|
;; XmlRpc Security settings. These must match those set on your backend
|
|
;; groups service if the service is using these keys
|
|
; XmlRpcServiceReadKey = 1234
|
|
; XmlRpcServiceWriteKey = 1234
|
|
|
|
[InterestManagement]
|
|
;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
|
|
;; This section controls how state updates are prioritized for each client
|
|
;; Valid values are BestAvatarResponsiveness, Time, Distance,
|
|
;; SimpleAngularDistance, FrontBack
|
|
; UpdatePrioritizationScheme = BestAvatarResponsiveness
|
|
|
|
|
|
[MediaOnAPrim]
|
|
;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
|
|
;; Enable media on a prim facilities
|
|
; Enabled = true;
|
|
|
|
|
|
[NPC]
|
|
;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
|
|
; Enabled = false
|
|
|
|
[Terrain]
|
|
;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
|
|
; InitialTerrain = "pinhead-island"
|
|
|
|
[Architecture]
|
|
;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini
|
|
;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
|
|
;; uncomment Include-Architecture = "config-include/Standalone.ini"
|
|
;;
|
|
;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
|
|
;; that the referenced .ini file goes on to include.
|
|
;;
|
|
;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
|
|
;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
|
|
;; editing it to set the database and backend services that OpenSim will use.
|
|
;;
|
|
; Include-Architecture = "config-include/Standalone.ini"
|
|
; Include-Architecture = "config-include/StandaloneHypergrid.ini"
|
|
; Include-Architecture = "config-include/Grid.ini"
|
|
; Include-Architecture = "config-include/GridHypergrid.ini"
|
|
; Include-Architecture = "config-include/SimianGrid.ini"
|
|
; Include-Architecture = "config-include/HyperSimianGrid.ini"
|