1302 lines
48 KiB
Plaintext
1302 lines
48 KiB
Plaintext
[Startup]
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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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save_crashes = false
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; Directory to save crashes to if above is enabled
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; (eg default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
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crash_dir = "crashes"
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; Place to create a PID file
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; PIDFile = "/tmp/my.pid"
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; Http proxy support for llHTTPRequest and dynamic texture loading
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; Set HttpProxy to the URL for your proxy server if you would like
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; to proxy llHTTPRequests through a firewall
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; HttpProxy = "http://proxy.com"
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; Set HttpProxyExceptions to a list of regular expressions for
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; URLs that you don't want going through the proxy such as servers
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; inside your firewall, separate patterns with a ';'
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; HttpProxyExceptions = ".mydomain.com;localhost"
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; Set this to true if you are connecting your OpenSimulator regions to a grid
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; Set this to false if you are running OpenSimulator in standalone mode
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gridmode = false
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; Set this to true if you want this OpenSimulator to run the Hypergrid functionality
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hypergrid = false
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startup_console_commands_file = "startup_commands.txt"
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shutdown_console_commands_file = "shutdown_commands.txt"
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; To run a script every few minutes, set the script filename here
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; timer_Script = "filename"
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; ##
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; ## CLIENTS
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; ##
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; Enables EventQueueGet Service.
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EventQueue = true
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; Set this to the DLL containig the client stack to use.
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clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
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; ##
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; ## REGIONS
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; ##
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; Determine where OpenSimulator looks for the files which tell it which regions to server
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; Defaults to "filesystem" if this setting isn't present
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region_info_source = "filesystem"
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; region_info_source = "web"
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; Determines where the region XML files are stored if you are loading these from the filesystem.
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; Defaults to bin/Regions in your OpenSimulator installation directory
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; regionload_regionsdir="C:\somewhere\xmlfiles\"
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; Determines the page from which regions xml is retrieved if you are loading these from the web
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; The XML here has the same format as it does on the filesystem (including the <Root> tag),
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; except that everything is also enclosed in a <Regions> tag.
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; regionload_webserver_url = "http://example.com/regions.xml";
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; Draw objects on maptile. This step might take a long time if you've got a huge amount of
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; objects, so you can turn it off here if you'd like.
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DrawPrimOnMapTile = true
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; Use terrain texture for maptiles if true, use shaded green if false
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TextureOnMapTile = false
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; Maximum total size, and maximum size where a prim can be physical
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NonPhysicalPrimMax = 256
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PhysicalPrimMax = 10
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ClampPrimSize = false
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; Region crossing
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AllowScriptCrossing = false
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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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; How many prims to send to each avatar in the scene on each Update()
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; MaxPrimsPerFrame = 200
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; ##
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; ## STORAGE
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; ##
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; *** Prim Storage - only leave one storage_plugin uncommented ***
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; --- Null stores nothing - effectively disabling persistence:
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;storage_plugin = "OpenSim.Data.Null.dll"
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; --- To use sqlite as region storage:
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storage_plugin = "OpenSim.Data.SQLite.dll"
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storage_connection_string="URI=file:OpenSim.db,version=3";
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; --- To use MySQL storage, supply your own connectionstring (this is only an example):
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; note that the supplied account needs create privilegies if you want it to auto-create needed tables.
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; storage_plugin="OpenSim.Data.MySQL.dll"
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; storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
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; If you want to use a different database/server for estate data, then
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; uncomment and change this connect string. Defaults to the above if not set
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; estate_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
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; Select whether you want to use local or grid asset storage.
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;
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; If you're running in standalone, you definitely want local, since there is no grid (hence this is redundant, and should
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; really be eliminated). The database itself is defined in asset_plugin below
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;
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; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
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; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
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; locally. This will mean you won't be able to take items using your assets to other people's regions.
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; 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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; Should avatars in neighbor sims see objects in this sim?
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see_into_this_sim_from_neighbor = True
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; ##
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; ## PHYSICS
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; ##
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; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true.
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physical_prim = true
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; Select a mesher here. ZeroMesher is save and fast.
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; ZeroMesher also means that the physics engine models the physics of prims
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; sticking to the basic shapes the engine does support. Usually this is only a box.
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; Meshmerizer gives a better handling of complex prims by using triangle meshes.
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; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
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;
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meshing = ZeroMesher
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;meshing = Meshmerizer
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; Choose one of the physics engines below
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physics = basicphysics
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;physics = POS
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;physics = OpenDynamicsEngine
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;physics = modified_BulletX
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; ##
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; ## PERMISSIONS
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; ##
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;permissionmodules = "DefaultPermissionsModule"
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; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
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; any item, etc. This may not yet be implemented uniformally.
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; If set to true, then all permissions checks are carried out
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; Default is false
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serverside_object_permissions = false
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allow_grid_gods = false
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; This allows somne control over permissions
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; please note that this still doesn't duplicate SL, and is not intended to
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;region_owner_is_god = true
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;parcel_owner_is_god = true
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; Control user types that are allowed to create new scripts
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; Only enforced if serviceside_object_permissions is true
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;
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; Current possible values are
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; all - anyone can create scripts (subject to normal permissions)
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; gods - only administrators can create scripts (as long as allow_grid_gods is true)
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; Default value is all
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; allowed_script_creators = all
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; Control user types that are allowed to edit (save) scripts
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; Only enforced if serviceside_object_permissions is true
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;
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; Current possible values are
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; all - anyone can edit scripts (subject to normal permissions)
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; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
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; Default value is all
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; allowed_script_editors = all
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; ##
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; ## SCRIPT ENGINE
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; ##
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;DefaultScriptEngine = "ScriptEngine.DotNetEngine"
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DefaultScriptEngine = "XEngine"
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; ##
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; ## WORLD MAP
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; ##
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;WorldMapModule = "WorldMap"
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;MapImageModule = "MapImageModule"
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; ##
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; ## Scripting XMLRPC mapper
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; ##
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; If enabled, this will post an event, "xmlrpc_uri(string)" to the
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; script concurrently with the first remote_data event.
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; This will contain the fully qualified URI an external site needs
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; to use to send XMLRPC requests to that script
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;XmlRpcRouterModule = "XmlRpcRouterModule"
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; ##
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; ## EMAIL MODULE
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; ##
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;emailmodule = DefaultEmailModule
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; ##
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; ## ANIMATIONS
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; ##
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; If enabled, enableFlySlow will change the primary fly state to
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; FLYSLOW, and the "always run" state will be the regular fly.
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enableflyslow = false
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; PreJump is an additional animation state, but it probably
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; won't look right until the physics engine supports it
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; (i.e delays takeoff for a moment)
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; This is commented so it will come on automatically once it's
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; supported.
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; enableprejump = true
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; Simulator Stats URI
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; Enable JSON simulator data by setting a URI name (case sensitive)
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; Stats_URI = "jsonSimStats"
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[SMTP]
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enabled=false
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;enabled=true
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;internal_object_host=lsl.opensim.local
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;host_domain_header_from=127.0.0.1
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;SMTP_SERVER_HOSTNAME=127.0.0.1
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;SMTP_SERVER_PORT=25
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;SMTP_SERVER_LOGIN=foo
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;SMTP_SERVER_PASSWORD=bar
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[Communications]
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;InterregionComms = "LocalComms"
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InterregionComms = "RESTComms"
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[StandAlone]
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accounts_authenticate = true
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welcome_message = "Welcome to OpenSimulator"
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; Inventory database provider
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inventory_plugin = "OpenSim.Data.SQLite.dll"
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; inventory_plugin = "OpenSim.Data.MySQL.dll"
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; inventory_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
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; Inventory source SQLite example
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inventory_source = "URI=file:inventoryStore.db,version=3"
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; Inventory Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
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; inventory_source = "SQLiteDialect;SqliteClientDriver;URI=file:Inventory.db,version=3"
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; Inventory Source MySQL example
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;inventory_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
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; User Data Database provider
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;
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; Multiple providers can be specified by separating them with commas (whitespace is unimportant)
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; If multiple providers are specified then if a profile is requested, each is queried until one
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; provides a valid profile, or until all providers have been queried.
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; Unfortunately the order of querying is currently undefined (it may not be the order in which
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; providers are specified here). This needs to be fixed
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;
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userDatabase_plugin = "OpenSim.Data.SQLite.dll"
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; userDatabase_plugin = "OpenSim.Data.MySQL.dll"
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; userDatabase_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
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; User source SQLite example
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user_source = "URI=file:userprofiles.db,version=3"
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; User Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING)
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; user_source = "SQLiteDialect;SqliteClientDriver;URI=file:User.db,version=3"
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; User Source MySQL example
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;user_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
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; Specifies the location and filename of the default inventory library control file. The path can be relative or absolute
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; Default is ./inventory/Libraries.xml
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LibrariesXMLFile="./inventory/Libraries.xml"
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[Network]
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http_listener_port = 9000
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default_location_x = 1000
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default_location_y = 1000
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; ssl config: Experimental! The auto https config only really works definately on windows XP now
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; you need a Cert Request/Signed pair installed in the MY store with the CN specified below
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; you can use https on other platforms, but you'll need to configure the httpapi yourself for now
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http_listener_ssl = false ; Also create a SSL server
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http_listener_cn = "localhost" ; Use the cert with the common name
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http_listener_sslport = 9001 ; Use this port for SSL connections
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http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer
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; Uncomment below to enable llRemoteData/remote channels
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; remoteDataPort = 20800
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grid_server_url = "http://127.0.0.1:8001"
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grid_send_key = "null"
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grid_recv_key = "null"
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user_server_url = "http://127.0.0.1:8002"
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user_send_key = "null"
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user_recv_key = "null"
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asset_server_url = "http://127.0.0.1:8003"
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inventory_server_url = "http://127.0.0.1:8004"
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; The MessagingServer is a companion of the UserServer. It uses
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; user_send_key and user_recv_key, too
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messaging_server_url = "http://127.0.0.1:8006"
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; What is reported as the "X-Secondlife-Shard"
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; Defaults to the user server url if not set
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; The old default is "OpenSim", set here fro compatibility
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shard = "OpenSim"
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; What is reported as the "User-Agent" when using llHTTPRequest
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; Defaults to not sent if not set here. See the notes section in the wiki at
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; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
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; " (Mozilla Compatible)" to the text where there are problems with a web server
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;user_agent = "OpenSim LSL (Mozilla Compatible)"
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[ClientStack.LindenUDP]
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; This is the multiplier applied to all client throttles for outgoing UDP network data
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; If it is set to 1, then we obey the throttle settings as given to us by the client. If it is set to 3, for example, then we
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; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we
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; will actually push down data at a maximum rate of 750 kilobits per second).
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;
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; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster
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; than its UI allows the setting to go. This may be okay in some situations, such as standalone OpenSim
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; applications on a LAN. However, the greater the multipler, the higher the risk of packet drop, resulting
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; in symptoms such as missing terrain or objects. A much better solution is to change the client UI to allow
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; higher network bandwidth settings directly, though this isn't always possible.
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;
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; Currently this setting is 2 by default because we currently send much more texture data than is strictly
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; necessary. A setting of 1 could result in slow texture transfer. This will be fixed when the transfer
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; of textures at different levels of quality is improved.
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;
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; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter
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; unexpected difficulties
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client_throttle_multiplier = 2;
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; the client socket receive buffer size determines how many
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; incoming requests we can process; the default on .NET is 8192
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; which is about 2 4k-sized UDP datagrams. On mono this is
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; whatever the underlying operating system has as default; for
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; example, ubuntu 8.04 or SLES11 have about 111k, which is about
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; 27 4k-sized UDP datagrams (on linux platforms you can [as root]
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; do "sysctl net.core.rmem_default" to find out what your system
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; uses a default socket receive buffer size.
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;
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; client_socket_rcvbuf_size allows you to specify the receive
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; buffer size LLUDPServer should use. NOTE: this will be limited
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; by the system's settings for the maximum client receive buffer
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; size (on linux systems you can set that with "sysctl -w
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; net.core.rmem_max=X")
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;
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; client_socket_rcvbuf_size = 8388608
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[Chat]
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; Controls whether the chat module is enabled. Default is true.
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enabled = true;
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; Distance in meters that whispers should travel. Default is 10m
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whisper_distance = 10
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; Distance in meters that ordinary chat should travel. Default is 30m
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say_distance = 30
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; Distance in meters that shouts should travel. Default is 100m
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shout_distance = 100
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[Messaging]
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; Control which region module is used for instant messaging.
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; Default is InstantMessageModule (this is the name of the core IM module as well as the setting)
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InstantMessageModule = InstantMessageModule
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; MessageTransferModule = MessageTransferModule
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; OfflineMessageModule = OfflineMessageModule
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; OfflineMessageURL = http://yourserver/Offline.php
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; MuteListModule = MuteListModule
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; MuteListURL = http://yourserver/Mute.php
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[ODEPhysicsSettings]
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;##
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;## World Settings
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;##
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;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s
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world_gravityx = 0
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world_gravityy = 0
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world_gravityz = -9.8
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; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
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; reference: fps = (0.09375/ODE_STEPSIZE) * 1000;
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world_stepsize = 0.020
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world_internal_steps_without_collisions = 10
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;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
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world_hashspace_size_low = -4
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world_hashSpace_size_high = 128
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;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
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meters_in_small_space = 29.9
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small_hashspace_size_low = -4
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small_hashspace_size_high = 66
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; ##
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; ## Contact properties. (the stuff that happens when things come in contact with each other)
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; ##
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; surface layer around geometries other geometries can sink into before generating a contact
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world_contact_surface_layer = 0.001
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; Filtering Collisions helps keep things stable physics wise, but sometimes
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; it can be over zealous. If you notice bouncing, chances are it's being just
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; that
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filter_collisions = false
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; Non Moving Terrain Contact (avatar isn't moving)
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nm_terraincontact_friction = 255.0
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nm_terraincontact_bounce = 0.1
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nm_terraincontact_erp = 0.1025
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; Moving Terrain Contact (avatar is moving)
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m_terraincontact_friction = 75.0
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m_terraincontact_bounce = 0.05
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m_terrainContact_erp = 0.05025
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; Moving Avatar to object Contact
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m_avatarobjectcontact_friction = 75.0
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m_avatarobjectcontact_bounce = 0.1
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; Object to Object Contact and Non-Moving Avatar to object
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objectcontact_friction = 250.0
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objectcontact_bounce = 0.2
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; ##
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; ## Avatar Control
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; ##
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; PID Controller Settings. These affect the math that causes the avatar to reach the
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; desired velocity
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; See http://en.wikipedia.org/wiki/PID_controller
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av_pid_derivative_linux = 2200.0
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av_pid_proportional_linux = 900.0;
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av_pid_derivative_win = 2200.0
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av_pid_proportional_win = 900.0;
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;girth of the avatar. Adds radius to the height also
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av_capsule_radius = 0.37
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; Max force permissible to use to keep the avatar standing up straight
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av_capsule_standup_tensor_win = 550000
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av_capsule_standup_tensor_linux = 550000
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; specifies if the capsule should be tilted (=true; old compatibility mode)
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; or straight up-and-down (=false; better and more consistent physics behavior)
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av_capsule_tilted = true
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; used to calculate mass of avatar.
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; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
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; av_density * AVvolume;
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av_density = 80
|
|
|
|
; use this value to cut 52% of the height the sim gives us
|
|
av_height_fudge_factor = 0.52
|
|
|
|
; Movement. Smaller is faster.
|
|
|
|
; speed of movement with Always Run off
|
|
av_movement_divisor_walk = 1.3
|
|
|
|
; speed of movement with Always Run on
|
|
av_movement_divisor_run = 0.8
|
|
|
|
; When the avatar flies, it will be moved up by this amount off the ground (in meters)
|
|
minimum_ground_flight_offset = 3.0
|
|
|
|
; ##
|
|
; ## Object options
|
|
; ##
|
|
|
|
; used in the mass calculation.
|
|
geometry_default_density = 10.000006836
|
|
|
|
; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
|
|
body_frames_auto_disable = 20
|
|
|
|
; used to control llMove2Target
|
|
body_pid_derivative = 35
|
|
body_pid_gain = 25
|
|
|
|
; amount of time a geom/body will try to cross a region border before it gets disabled
|
|
geom_crossing_failures_before_outofbounds = 5
|
|
|
|
; start throttling the object updates if object comes in contact with 3 or more other objects
|
|
geom_contactpoints_start_throttling = 3
|
|
|
|
; send 1 update for every x updates below when throttled
|
|
geom_updates_before_throttled_update = 15
|
|
|
|
; Used for llSetStatus. How rigid the object rotation is held on the axis specified
|
|
body_motor_joint_maxforce_tensor_linux = 5
|
|
body_motor_joint_maxforce_tensor_win = 5
|
|
|
|
; ##
|
|
; ## Sculpted Prim settings
|
|
; ##
|
|
|
|
; Do we want to mesh sculpted prim to collide like they look?
|
|
mesh_sculpted_prim = true
|
|
|
|
; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
|
|
mesh_lod = 32
|
|
|
|
; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
|
|
mesh_physical_lod = 16
|
|
|
|
; ##
|
|
; ## Physics logging settings - logfiles are saved to *.DIF files
|
|
; ##
|
|
|
|
; default is false
|
|
;physics_logging = true
|
|
;; every n simulation iterations, the physics snapshot file is updated
|
|
;physics_logging_interval = 50
|
|
;; append to existing physics logfile, or overwrite existing logfiles?
|
|
;physics_logging_append_existing_logfile = true
|
|
|
|
; ##
|
|
; ## Joint support
|
|
; ##
|
|
|
|
; if you would like physics joints to be enabled through a special naming convention in the client, set this to true.
|
|
; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
|
|
; default is false
|
|
;use_NINJA_physics_joints = true
|
|
|
|
; ##
|
|
; ## additional meshing options
|
|
; ##
|
|
|
|
; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and
|
|
; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to
|
|
; true. Note that this will increase memory usage and region startup time. Default is false.
|
|
;force_simple_prim_meshing = true
|
|
|
|
|
|
[RemoteAdmin]
|
|
enabled = false
|
|
access_password = unknown
|
|
|
|
; 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}.xml"
|
|
|
|
; 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
|
|
|
|
|
|
[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
|
|
|
|
|
|
; Uncomment the following for IRC bridge
|
|
; experimental, so if it breaks... keep both parts... yada yada
|
|
; also, not good error detection when it fails
|
|
;[IRC]
|
|
;enabled = true ; you need to set this 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}"
|
|
|
|
|
|
;[CMS]
|
|
;enabled = true
|
|
;channel = 345
|
|
|
|
|
|
; Uncomment the following to control the progression of daytime
|
|
; in the Sim. The defaults are what is shown below
|
|
;[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
|
|
|
|
|
|
[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
|
|
|
|
|
|
[ScriptEngine.DotNetEngine]
|
|
Enabled = true
|
|
|
|
ScriptDelayFactor = 1.0
|
|
ScriptDistanceLimitFactor = 1.0
|
|
|
|
; Maximum length of notecard line read
|
|
; Increasing this to large values potentially opens
|
|
; up the system to malicious scripters
|
|
; NotecardLineReadCharsMax = 255
|
|
|
|
;
|
|
; These settings are specific to DotNetEngine script engine
|
|
; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file.
|
|
;
|
|
|
|
; When a script receives an event the event is queued.
|
|
; Any free thread will start executing this event. One script can only have one event executed simultaneously.
|
|
; If you have only one thread, and one script has a loop or does a lot of work, then no other scripts can run at the same time.
|
|
; Same if you have 10 threads, then only 10 scripts can be run simultaneously.
|
|
; But because most scripts exit after their task, the threads are free to go on to the next script.
|
|
|
|
; Refresh ScriptEngine config options (these settings) every xx seconds
|
|
; 0 = Do not refresh
|
|
; Set it to number of seconds between refresh, for example 30.
|
|
; Will allow you to change ScriptEngine settings while server is running just by using "CONFIG SET" on console
|
|
; For example to increase or decrease number of threads: CONFIG SET NumberOfScriptThreads 10
|
|
; NOTE! Disabled for now. Feature does not work.
|
|
RefreshConfig=0
|
|
|
|
; Number of threads to use for script event execution
|
|
; Threads are shared across all regions
|
|
NumberOfScriptThreads=2
|
|
|
|
; Script event execution thread priority inside application.
|
|
; Valid values: Lowest, BelowNormal, Normal, AboveNormal, Highest
|
|
ScriptThreadPriority=BelowNormal
|
|
|
|
; How long MAX should a script event be allowed to run (per event execution)?
|
|
; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function
|
|
; There is also a small speed penalty for every kill that is made
|
|
MaxEventExecutionTimeMs=5000
|
|
|
|
; Should we enable the max script event execution thread to look for scripts that exceed their timeslice?
|
|
EnforceMaxEventExecutionTime=true
|
|
|
|
; Should we stop the script completely when time exceeds?
|
|
; This is useful if you have a high <MaxEventExecutionTimeMs> and want to deactivate scripts that go wrong
|
|
; Note that for example physics engine can slow down the system and make scripts spend more time
|
|
DeactivateScriptOnTimeout=false
|
|
|
|
; If no scripts have executed in this pass how long should we sleep before checking again
|
|
; Impact:
|
|
; Too low and you will waste lots of CPU
|
|
; Too high and people touching object or similar will have to wait up to this amount of time before script responding
|
|
SleepTimeIfNoScriptExecutionMs=50
|
|
|
|
; AppDomains are used for two things:
|
|
; * Security: Scripts inside AppDomains are limited in permissions.
|
|
; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded.
|
|
; AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims).
|
|
; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
|
|
ScriptsPerAppDomain=1
|
|
|
|
; MaintenanceLoop
|
|
; How often to run maintenance loop
|
|
; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time
|
|
MaintenanceLoopms=50
|
|
|
|
; How many maintenanceloops between each of these.
|
|
; (if 2 then function will be executed every MaintenanceLoopms*2 ms)
|
|
; Script loading/unloading
|
|
|
|
; How long load/unload thread should sleep if there is nothing to do
|
|
; Higher value makes it respond slower when scripts are added/removed from prims
|
|
; But once active it will process all in queue before sleeping again
|
|
MaintenanceLoopTicks_ScriptLoadUnload=1
|
|
|
|
; Other tasks
|
|
; check if we need to reload config, adjust running config and enforce max execution time
|
|
MaintenanceLoopTicks_Other=10
|
|
|
|
; Allow the use of os* functions (some are dangerous)
|
|
; Default is false
|
|
AllowOSFunctions = false
|
|
|
|
; Threat level to allow if os functions are enabled
|
|
; One of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
|
|
; Default is VeryLow
|
|
OSFunctionThreatLevel = VeryLow
|
|
|
|
; Maximum number of items in load/unload queue before we start rejecting loads
|
|
; Note that we will only be rejecting load. Unloads will still be able to queue.
|
|
LoadUnloadMaxQueueSize=100
|
|
|
|
; Maximum number of (LSL) events that can be queued before new events are ignored.
|
|
EventExecutionMaxQueueSize=300
|
|
|
|
; Async LL command sleep
|
|
; If no async LL commands are waiting, how long should thread sleep before checking again
|
|
; Async LL commands are LSL-commands that causes an event to be fired back with result
|
|
; currently unused
|
|
; AsyncLLCommandLoopms=50
|
|
|
|
; When script is converted from LSL to C#, or just plain compiled, a copy of the script source will be put in the ScriptEngine folder
|
|
WriteScriptSourceToDebugFile=false
|
|
|
|
; Specify default script compiler
|
|
; If you do not specify //cs, //vb, //js or //lsl tag as the first characters of your script then the default compiler will be chosen
|
|
; Valid languages are: lsl, cs, js and vb
|
|
DefaultCompileLanguage=lsl
|
|
|
|
; Specify what compilers are allowed to be used
|
|
; Note vb only works on Windows for now (Mono lacks VB compile support)
|
|
; Valid languages are: lsl, cs, js and vb
|
|
; 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 scripts with debugging
|
|
; Probably a thousand times slower, but gives you a line number when something goes wrong.
|
|
CompileWithDebugInformation=true
|
|
|
|
; Remove old scripts on next startup
|
|
; currently unused
|
|
;CleanUpOldScriptsOnStartup=true
|
|
|
|
|
|
[LL-Functions]
|
|
; Set the following to true to allow administrator owned scripts to execute console commands
|
|
; currently unused
|
|
; AllowosConsoleCommand=false
|
|
|
|
AllowGodFunctions = false
|
|
|
|
; Maximum number of llListen events we allow per script
|
|
; Set this to 0 to have no limit imposed.
|
|
max_listens_per_script = 64
|
|
|
|
|
|
[DataSnapshot]
|
|
; The following set of configs pertains to search.
|
|
; Set index_sims to true to enable search engines to index your searchable data
|
|
; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
|
|
; default is false
|
|
index_sims = false
|
|
|
|
; The variable data_exposure controls what the regions expose:
|
|
; minimum: exposes only things explicitly marked for search
|
|
; all: exposes everything
|
|
data_exposure = minimum
|
|
|
|
; If search is on, change this to your grid name; will be ignored for standalones
|
|
gridname = "OSGrid"
|
|
|
|
; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.
|
|
; Later, you may want to increase this to 3600 (1 hour) or more
|
|
default_snapshot_period = 1200
|
|
|
|
; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
|
|
snapshot_cache_directory = "DataSnapshot"
|
|
|
|
; This semicolon-separated string serves to notify specific data services about the existence
|
|
; of this sim. Uncomment if you want to index your data with this and/or other search providers.
|
|
;data_services="http://metaverseink.com/cgi-bin/register.py"
|
|
|
|
|
|
[Economy]
|
|
; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only -
|
|
|
|
; Enables selling things for $0
|
|
SellEnabled = "false"
|
|
|
|
; 45000 is the highest value that the sim could possibly report because of protocol constraints
|
|
ObjectCapacity = 45000
|
|
|
|
; Money Unit fee to upload textures, animations etc
|
|
PriceUpload = 0
|
|
|
|
; Money Unit fee to create groups
|
|
PriceGroupCreate = 0
|
|
|
|
; We don't really know what the rest of these values do. These get sent to the client
|
|
; These taken from Agni at a Public Telehub. Change at your own risk.
|
|
ObjectCount = 0
|
|
PriceEnergyUnit = 100
|
|
PriceObjectClaim = 10
|
|
PricePublicObjectDecay = 4
|
|
PricePublicObjectDelete = 4
|
|
PriceParcelClaim = 1
|
|
PriceParcelClaimFactor = 1
|
|
|
|
PriceRentLight = 5
|
|
TeleportMinPrice = 2
|
|
TeleportPriceExponent = 2
|
|
EnergyEfficiency = 1
|
|
PriceObjectRent = 1
|
|
PriceObjectScaleFactor = 10
|
|
PriceParcelRent = 1
|
|
|
|
|
|
[SVN]
|
|
Enabled = false
|
|
Directory = SVNmodule\repo
|
|
URL = "svn://your.repo.here/"
|
|
Username = "user"
|
|
Password = "password"
|
|
ImportOnStartup = false
|
|
Autosave = false
|
|
AutoSavePeriod = 15 ; Number of minutes between autosave backups
|
|
|
|
|
|
[XEngine]
|
|
; 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
|
|
|
|
; Rate to poll for asynchronous command replies (ms)
|
|
; currently unused
|
|
;AsyncLLCommandLoopms = 50
|
|
|
|
; Save the source of all compiled scripts
|
|
WriteScriptSourceToDebugFile = false
|
|
|
|
; Default language for scripts
|
|
DefaultCompileLanguage = lsl
|
|
|
|
; List of allowed languages (lsl,vb,js,cs)
|
|
; AllowedCompilers=lsl,cs,js,vb.
|
|
; *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk.
|
|
AllowedCompilers=lsl
|
|
|
|
; Compile debug info (line numbers) into the script assemblies
|
|
CompileWithDebugInformation = true
|
|
|
|
; Allow the use of os* functions (some are dangerous)
|
|
AllowOSFunctions = false
|
|
|
|
; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
|
|
OSFunctionThreatLevel = VeryLow
|
|
|
|
; Interval (s) between background save of script states
|
|
SaveInterval = 120
|
|
|
|
; Interval (s) between maintenance runs (0 = disable)
|
|
MaintenanceInterval = 10
|
|
|
|
; Time a script can spend in an event handler before it is interrupted
|
|
EventLimit = 30
|
|
|
|
; If a script overruns it's event limit, kill the script?
|
|
KillTimedOutScripts = false
|
|
|
|
; Sets the multiplier for the scripting delays
|
|
ScriptDelayFactor = 1.0
|
|
|
|
; The factor the 10 m distances llimits are multiplied by
|
|
ScriptDistanceLimitFactor = 1.0
|
|
|
|
; Maximum length of notecard line read
|
|
; Increasing this to large values potentially opens
|
|
; up the system to malicious scripters
|
|
; NotecardLineReadCharsMax = 255
|
|
|
|
; Sensor settings
|
|
SensorMaxRange = 96.0
|
|
SensorMaxResults = 16
|
|
|
|
; 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
|
|
|
|
; 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
|
|
|
|
|
|
[GridInfo]
|
|
; These settings are used to return information on a get_grid_info call.
|
|
; Client launcher scripts and third-party clients make use of this to
|
|
; autoconfigure the client and to provide a nice user experience. If you
|
|
; want to facilitate that, you should configure the settings here according
|
|
; to your grid or standalone setup.
|
|
;
|
|
; See http://opensimulator.org/wiki/GridInfo
|
|
|
|
; login uri: for grid this is the user server URI
|
|
login = http://127.0.0.1:9000/
|
|
|
|
; long grid name: the long name of your grid
|
|
gridname = "the lost continent of hippo"
|
|
|
|
; short grid name: the short name of your grid
|
|
gridnick = "hippogrid"
|
|
|
|
; login page: optional: if it exists it will be used to tell the client to use
|
|
; this as splash page
|
|
; currently unused
|
|
;welcome = http://127.0.0.1/welcome
|
|
|
|
; helper uri: optional: if it exists if will be used to tell the client to use
|
|
; this for all economy related things
|
|
; currently unused
|
|
;economy = http://127.0.0.1:9000/
|
|
|
|
; web page of grid: optional: page providing further information about your grid
|
|
; currently unused
|
|
;about = http://127.0.0.1/about/
|
|
|
|
; account creation: optional: page providing further information about obtaining
|
|
; a user account on your grid
|
|
; currently unused
|
|
;register = http://127.0.0.1/register
|
|
|
|
; help: optional: page providing further assistance for users of your grid
|
|
; currently unused
|
|
;help = http://127.0.0.1/help
|
|
|
|
; password help: optional: page providing password assistance for users of your grid
|
|
; currently unused
|
|
;password = http://127.0.0.1/password
|
|
|
|
|
|
[OpenGridProtocol]
|
|
;These are the settings for the Open Grid Protocol.. the Agent Domain, Region Domain, you know..
|
|
;On/true or Off/false
|
|
ogp_enabled=false
|
|
|
|
;Name Prefix/suffix when using OGP
|
|
ogp_firstname_prefix=""
|
|
ogp_lastname_suffix="_EXTERNAL"
|
|
|
|
|
|
[Concierge]
|
|
; Enable concierge module
|
|
; Default is false
|
|
enabled = false
|
|
|
|
; name of the concierge
|
|
whoami = "jeeves"
|
|
|
|
; password for updating the welcome message templates via XmlRpc
|
|
password = SECRET
|
|
|
|
; regex specifying for which regions concierge service is desired; if
|
|
; empty, then for all
|
|
regions = "^MeetingSpace-"
|
|
|
|
; for each region that matches the regions regexp you can provide
|
|
; (optionally) a welcome template using format substitution:
|
|
; {0} is replaced with the name of the avatar entering the region
|
|
; {1} is replaced with the name of the region
|
|
; {2} is replaced with the name of the concierge (whoami variable above)
|
|
|
|
welcomes = /path/to/welcome/template/directory
|
|
|
|
; Concierge can send attendee lists to an event broker whenever an
|
|
; avatar enters or leaves a concierged region. the URL is subject
|
|
; to format substitution:
|
|
; {0} is replaced with the region's name
|
|
; {1} is replaced with the region's UUID
|
|
broker = "http://broker.place.com/{1}"
|
|
|
|
|
|
[RegionReady]
|
|
; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
|
|
; default is false
|
|
enabled = false
|
|
|
|
; 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
|
|
|
|
|
|
[MRM]
|
|
; Enables the Mini Region Modules Script Engine. WARNING: SECURITY RISK.
|
|
; default is false
|
|
Enabled = false
|
|
|
|
|
|
[Hypergrid]
|
|
; Keep it false for now. Making it true requires the use of a special client in order to access inventory
|
|
safemode = false
|
|
|
|
|
|
[FreeSwitchVoice]
|
|
; In order for this to work you need a functioning freeswitch pbx set
|
|
; up. Configuration for that will be posted in the wiki soon.
|
|
enabled = false
|
|
;FreeSwitch server is going to contact us and ask us all
|
|
;sorts of things.
|
|
freeswitch_server_user = freeswitch
|
|
freeswitch_server_pass = password
|
|
freeswitch_api_prefix = /api
|
|
; this is the IP of your sim
|
|
freeswitch_service_server = ip.address.of.your.sim
|
|
;freeswitch_service_port = 80
|
|
; this should be the same port the region listens on
|
|
freeswitch_service_port = 9000
|
|
freeswitch_realm = ip.address.of.freeswitch.server
|
|
freeswitch_sip_proxy = ip.address.of.freeswitch.server:5060
|
|
freeswitch_attempt_stun = false
|
|
freeswitch_stun_server = ip.address.of.freeswitch.server
|
|
freeswitch_echo_server = ip.address.of.freeswitch.server
|
|
freeswitch_echo_port = 50505
|
|
freeswitch_well_known_ip = ip.address.of.freeswitch.server
|
|
|
|
;Type the address of your http server here, hostname is allowed. This is provided so you can specify a hostname
|
|
;This is used by client for account verification. By default, it's the same as the freeswitch service server.
|
|
|
|
;opensim_well_known_http_address = Address_Of_your_SIM_HTTP_Server_Hostname_Allowed
|
|
|
|
freeswitch_default_timeout = 5000
|
|
freeswitch_subscribe_retry = 120
|
|
; freeswitch_password_reset_url =
|
|
|
|
|
|
[Groups]
|
|
Enabled = false
|
|
|
|
; This is the current groups stub in Region.CoreModules.Avatar.Groups
|
|
Module = Default
|
|
|
|
; The PHP code for the server is available from the Flotsam project for you to deploy
|
|
; to your own server. The Flotsam project is located at http://code.google.com/p/flotsam/
|
|
;
|
|
;Module = XmlRpcGroups
|
|
|
|
;XmlRpcServiceURL = http://yourxmlrpcserver.com/xmlrpc.php
|
|
;XmlRpcServiceReadKey = 1234
|
|
;XmlRpcServiceWriteKey = 1234
|
|
|
|
;XmlRpcMessagingEnabled = true
|
|
;XmlRpcNoticesEnabled = true
|
|
|
|
; This makes the XmlRpcGroups modules very chatty on the console.
|
|
;XmlRpcDebugEnabled = true
|
|
|
|
; Disables HTTP Keep-Alive for Groups Module HTTP Requests, work around for
|
|
; a problem discovered on some Windows based region servers. Only disable
|
|
; if you see a large number (dozens) of the following Exceptions:
|
|
; System.Net.WebException: The request was aborted: The request was canceled.
|
|
;
|
|
; XmlRpcDisableKeepAlive = false
|
|
|
|
|
|
[PacketPool]
|
|
; Enables the experimental packet pool. Yes, we've been here before.
|
|
;RecyclePackets = true;
|
|
;RecycleDataBlocks = true;
|
|
|
|
|
|
[LLClient]
|
|
; Resend packets markes as reliable until they are received
|
|
;
|
|
;ReliableIsImportant = false
|
|
|
|
; Maximum number of times to resend packets marked reliable
|
|
;
|
|
;MaxReliableResends = 3
|
|
|
|
; Configures how ObjectUpdates are compressed.
|
|
;
|
|
;TerseUpdatesPerPacket=10
|
|
;FullUpdatesPerPacket=14
|
|
;TerseUpdateRate=10
|
|
;FullUpdateRate=14
|
|
|
|
;PacketMTU = 1400
|
|
|
|
; TextureUpdateRate (mS) determines how many times per second
|
|
; texture send processing will occur. The default is 100mS.
|
|
;
|
|
;TextureRequestRate = 100
|
|
|
|
; TextureSendLimit determines how many different textures
|
|
; will be considered on each cycle. Textures are selected
|
|
; by priority. The old mechanism specified a value of 10 for
|
|
; this parameter.
|
|
;
|
|
;TextureSendLimit = 10
|
|
|
|
; TextureDataLimit determines how many packets will be sent for
|
|
; each of the selected textures. Default is 5.
|
|
;
|
|
;TextureDataLimit = 5
|
|
|
|
;;
|
|
;; These are defaults that are overwritten below in [Architecture].
|
|
;; These defaults allow OpenSim to work out of the box with
|
|
;; zero configuration
|
|
;;
|
|
[DatabaseService]
|
|
StorageProvider = "OpenSim.Data.SQLite.dll"
|
|
|
|
|
|
[AssetService]
|
|
DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
|
|
AssetLoaderArgs = "assets/AssetSets.xml"
|
|
|
|
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
;; The following is the configuration section for the new style services
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
[Architecture]
|
|
; Choose exactly one and only one of the architectures below.
|
|
|
|
Include-Standalone = "config-include/Standalone.ini"
|
|
;Include-HGStandalone = "config-include/StandaloneHypergrid.ini"
|
|
;Include-Grid = "config-include/Grid.ini"
|
|
;Include-HGGrid = "config-include/GridHypergrid.ini"
|
|
|
|
; Then choose
|
|
; config-include/StandaloneCommon.ini.example (if you're in standlone) OR
|
|
; config-include/GridCommon.ini.example (if you're connected to a grid)
|
|
; Copy to your own .ini there (without .example extension) and edit it
|
|
; to customize your data
|