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Files copied to wrong directory! Pfft

Gwyneth Llewelyn преди 3 години
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535b8a2669
променени са 2 файла, в които са добавени 0 реда и са изтрити 1499 реда
  1. 0 71
      bin/grid/OpenSim.exe.config
  2. 0 1428
      bin/grid/OpenSim.ini

+ 0 - 71
bin/grid/OpenSim.exe.config

@@ -1,71 +0,0 @@
-<?xml version="1.0" encoding="utf-8" ?>
-<configuration>
-  <configSections>
-    <section name="log4net" type="log4net.Config.Log4NetConfigurationSectionHandler,log4net" />
-  </configSections>
-  <runtime>
-    <loadFromRemoteSources enabled="true" />
-  </runtime>
-  <appSettings>
-  </appSettings>
-  
-  <log4net>
-    <appender name="Console" type="OpenSim.Framework.Console.OpenSimAppender, OpenSim.Framework.Console">
-      <filter type="log4net.Filter.LoggerMatchFilter">
-        <loggerToMatch value="special"/>
-        <acceptOnMatch value="false"/>
-      </filter>
-      <layout type="log4net.Layout.PatternLayout">
-        <conversionPattern value="%date{HH:mm:ss} - %message" />
-        <!-- console log with milliseconds.  Useful for debugging -->
-<!--        <conversionPattern value="%date{HH:mm:ss.fff} - %message" /> -->
-      </layout>
-    </appender>
-
-<!-- If you want automatic log-rolling then use RollingFileAppender instead of FileAppender:
-    <appender name="LogFileAppender" type="log4net.Appender.RollingFileAppender">
-      <file value="log/OpenSim.log" />
-      <rollingStyle value="Date" />
-      <datePattern value="'.'yyyy-MM-dd"/>
-      ...
--->
-
-    <appender name="LogFileAppender" type="log4net.Appender.FileAppender">
-      <file value="OpenSim.log" />
-      <appendToFile value="true" />
-      <filter type="log4net.Filter.LoggerMatchFilter">
-        <loggerToMatch value="special"/>
-        <acceptOnMatch value="false"/>
-      </filter>
-      <layout type="log4net.Layout.PatternLayout">
-        <!-- <conversionPattern value="%date %-5level (%thread) - %logger %message%newline" /> -->
-        <conversionPattern value="%date %-5level %message%newline" />
-      </layout>
-    </appender>
-
-    <appender name="StatsLogFileAppender" type="log4net.Appender.FileAppender">
-      <file value="OpenSimStats.log"/>
-      <appendToFile value="true" />
-      <layout type="log4net.Layout.PatternLayout">
-        <conversionPattern value="%date - %message%newline" />
-      </layout>
-    </appender>
-
-    <root>
-      <level value="DEBUG" />
-      <appender-ref ref="Console" />
-      <appender-ref ref="LogFileAppender" />
-    </root>
-
-    <!-- Independently control logging level for per region module loading -->
-    <logger name="OpenSim.ApplicationPlugins.RegionModulesController.RegionModulesControllerPlugin">
-      <level value="INFO"/>
-    </logger>
-
-    <!-- used for stats recording -->
-    <logger name="special.StatsLogger">
-      <appender-ref ref="StatsLogFileAppender"/>
-    </logger>
-
-  </log4net>
-</configuration>

+ 0 - 1428
bin/grid/OpenSim.ini

@@ -1,1428 +0,0 @@
-;; 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)
-;;
-;; Once you have copied OpenSim.ini.example to OpenSim.ini you will at least
-;; need to set the constants in the [Const] section and pick an architecture
-;; in the [Architecture] section at the end of this file. The architecture
-;; will require a suitable .ini file in the config-include directory, either
-;; StandaloneCommon.ini or GridCommon.ini which you can copy and modify from the
-;; available .example files.
-;;
-;; 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.
-
-
-[Const]
-    ; this section defines constants for grid services
-    ; to simplify other configuration files default settings
-
-    ;# {BaseHostname} {} {BaseHostname} {"example.com" "127.0.0.1"} "127.0.0.1"
-;   BaseHostname = "127.0.0.1"
-    BaseHostname = "opensim.betatechnologies.info"
-
-    ;# {BaseURL} {} {BaseURL} {"http://${Const|BaseHostname}} "http://${Const|BaseHostname}"
-    BaseURL = http://${Const|BaseHostname}
-
-    ; If you run a grid, several services should not be availble to world, access to them should be blocked on firewall
-    ; PrivatePort should closed at the firewall.
-
-    ;# {PublicPort} {} {PublicPort} {8002 9000} "8002"
-    PublicPort = "8002"
-
-    ; you can also have them on a diferent url / IP
-    ;# {PrivURL} {} {PrivURL} {"http://${Const|BaseURL}} "${Const|BaseURL}"
-    PrivURL = ${Const|BaseURL}
-
-    ;grid default private port 8003, not used in standalone
-    ;# {PrivatePort} {} {PrivatePort} {8003} "8003"
-    ; port to access private grid services.
-    ; grids that run all their regions should deny access to this port
-    ; from outside their networks, using firewalls
-    PrivatePort = "8003"
-
-[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) "
-
-    ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
-    ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
-    ConsoleHistoryFileEnabled = true
-
-    ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
-    ;; The history file can be just a filename (relative to OpenSim's bin/ directory
-    ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
-    ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
-
-    ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
-    ;; How many lines of command history should we keep? (default is 100)
-    ; ConsoleHistoryFileLines = 100
-
-    ;# {ConsoleHistoryTimeStamp} {} {Time stamp commands in history file} {} false
-    ;; Time stamp commands in history file (default false)
-    ; ConsoleHistoryTimeStamp = false
-    
-    ;# {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
-    save_crashes = true
-
-    ;# {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/OpenSim.exe.pid"
-
-    ;# {RegistryLocation} {} {Addins Registry Location} {}
-    ; Set path to directory for addin registry if you want addins outside of bin.
-    ; Information about the registered repositories and installed plugins will
-    ; be stored here. The OpenSim.exe process must have R/W access to the location.
-    ; RegistryLocation = "."
-
-    ;# {ConfigDirectory} {} {Set path to directory for modular ini files} {}
-    ; Used by region module addins. You can set this to outside bin, so that addin
-    ; configurations will survive updates. The OpenSim.exe process must have R/W access
-    ; to the location.
-    ; ConfigDirectory = "."
-
-    ;# {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 overridden 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 overridden in the region config file (as
-    ;; NonPhysicalPrimMax!).
-    ; NonPhysicalPrimMax = 256
-
-    ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
-    ;; Minimum size where a prim can be physical.  Affects resizing of
-    ;; existing prims.  This can be overridden in the region config file.
-    ; PhysicalPrimMin = 0.01
-
-    ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
-    ;; Maximum size where a prim can be physical.  Affects resizing of
-    ;; existing prims.  This can be overridden 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 overridden 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 overridden 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
-
-    ;# {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
-
-    ;# {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
-    ;; select ubODEMeshmerizer only with ubOde physics engine
-    ; meshing = ubODEMeshmerizer
-
-    ;; Choose one of the physics engines below
-    ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
-    ;; BulletSim is the default physics engine.  It provides the best performance and most functionality.
-    ;; BulletSim supports varregions.
-    ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
-    ;; It continues to provide a workable physics implementation.  It does not currently support varregions.
-    ;; basicphysics effectively does not model physics at all, making all objects phantom.
-    ;; Default is BulletSim
-    ; physics = OpenDynamicsEngine
-    physics = BulletSim
-    ; physics = basicphysics
-    ; physics = POS
-    ;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
-    ; physics = ubODE
-
-    ; ubODE and  OpenDynamicsEngine does allocate a lot of memory on stack. On linux you may need to increase its limit
-    ; script opensim-ode-sh starts opensim setting that limit. You may need to increase it even more on large regions
-    ; edit the line ulimit -s 262144, and change this last value
-
-    ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
-    ;; Default script engine to use (Xengine if all commented)
-    DefaultScriptEngine = "XEngine"
-    ;; ***DANGER***DANGER***
-    ;; experimental engine
-    ;; see section [YEngine] below
-    ; DefaultScriptEngine = "YEngine"
-    
-    ;# {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
-
-    Stats_URI = "jsonSimStats"
-
-    ;# {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
-
-
-    ;; SSL certificate validation options
-    ;; you can allow selfsigned certificates or no official CA with next option set to true
-    ;# {NoVerifyCertChain} {} {do not verify SSL Cert Chain} {true false} true
-    ; NoVerifyCertChain = true
-
-    ;; you can also bypass the hostname or domain verification
-    ;# {NoVerifyCertHostname} {} {do not verify SSL Cert name versus peer name} {true false} true
-    ; NoVerifyCertHostname = true
-    ;; having both options true does provide encryption but with low security
-    ;; set both true if you don't care to use SSL, they are needed to contact regions or grids that do use it.
-    
-[AccessControl]
-    ;# {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
-    ; AllowedClients = ""
-
-    ;# {DeniedClients} {} {Bar (|) separated list of denied 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
-    ;;
-    ; DeniedClients = ""
-
-
-[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 overridden
-    ;; in individual region config file(s).  If you do not want to upload map tiles at all, then you will need
-    ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
-    GenerateMaptiles = true
-
-    WorldMapModule = "WorldMap"
-
-    ;# {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"
-    MapImageModule = "Warp3DImageModule"
-
-    ;# {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
-    MaptileRefresh = 86400
-
-    ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
-    ;; If not generating maptiles, use this static texture asset ID
-    ;; This may be overridden on a per region basis in Regions.ini
-    ; 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
-
-    ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
-    ;; Texture the faces of the prims that are rendered on the map tiles.
-    ; TexturePrims = true
-
-    ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
-    ;; Only texture prims that have a diagonal size greater than this number
-    ; TexturePrimSize = 48
-
-    ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
-    ;; Attempt to render meshes and sculpties on the map.
-    ; RenderMeshes = false
-    RenderMeshes = true
-
-    ;# {MapColorWater} {} {Water color for textured and shaded maps} {"#1D475F"}
-    ; MapColorWater = "#3399FF"
-
-    ;# {MapColor1} {} {Terrain color 1 for textured maps} {"#A58976"}
-    ; MapColor1 = "#A58976"
-
-    ;# {MapColor2} {} {Terrain color 2 for textured maps} {"#455931"}
-    ; MapColor2 = "#455931"
-
-    ;# {MapColor3} {} {Terrain color 3 for textured maps} {"#A29A8D"}
-    ; MapColor3 = "#A29A8D"
-
-    ;# {MapColor4} {} {Terrain color 4 for textured maps} {"#C8C8C8"}
-    ; MapColor4 = "#C8C8C8"
-
-
-[Permissions]
-    ;# {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
-
-	; if next 2 are false, several admin powers are only active if god powers requested on viewer
-	; this reduces mistakes
-	; set both to true to enable previous behaviour
-    automatic_gods = false
-    implicit_gods = false
-	
-	;# {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.
-	;; if you don't trust grid admins, what are you doing there?
-    allow_grid_gods = true
-
-    ;; 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
-
-    ;# {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
-
-
-[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
-    DefaultEstateOwnerName = BetaMaster Avatar
-
-    ; ** 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 = [email protected]
-    DefaultEstateOwnerEMail = [email protected]
-
-    ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
-    ;; Password for the default estate owner
-    ; DefaultEstateOwnerPassword = password
-    DefaultEstateOwnerPassword = bq5JTURf7BssNWvYfZvxPmg42
-
-
-[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
-    enabled = true
-
-    ;# {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"
-    host_domain_header_from =  ${Const|BaseHostname}
-
-    ;# {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"
-    ConsoleUser = "admin"
-    ;# {ConsolePass} {} {Password for console account} {}
-    ; ConsolePass = "secret"
-    ConsolePass = "betaopenmv2008!"
-    ;# {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
-
-    ; optional main server secure http (ssl)
-    ; to use ssl you need a ssl certificate in PKCS12 format that validates the ExternalHostnames 
-    ; or their domains
-    ; some viewers by default only accept certificates signed by a oficial CA
-    ; to use others like self signed certificates with those viewers,
-    ; their debug option NoVerifySSLCert needs to be set true, You need to inform users about this
-    ; the main unsecure port will still open for some services. this may change in future.
-    
-    ; set http_listener_ssl to enable main server ssl. it will replace unsecure port on most functions
-    ;# {http_listener_ssl}{} {enable main server ssl port)} {} false
-    ;http_listener_ssl = false
-    
-    ; Set port for main SSL connections
-    ;# {http_listener_sslport}{} {main server ssl port)} {} 9001
-    ;http_listener_sslport = 9001 ;
-    
-    ; currently if using ssl, regions ExternalHostName must the the same and equal to http_listener_cn
-    ; this may be removed in future
-    ;# {http_listener_cn}{} {main server ssl externalHostName)} {} ""
-    ;http_listener_cn = "myRegionsExternalHostName"
-
-    ; the path for the certificate path
-    ;# {http_listener_cert_path}{} {main server ssl certificate file path)} {} ""
-    ;http_listener_cert_path = "mycert.p12"
-    
-    ;# {http_listener_cert_pass}{} {main server ssl certificate password)} {} ""
-    ;http_listener_cert_pass = "mycertpass" ; the cert passwork
-    
-    ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
-    ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
-    ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
-    ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
-    ; this HTTP calls can also use ssl see opensimDefaults.ini
-    ;
-    ; You can whitelist individual endpoints by IP or FQDN, e.g.
-    ;
-    ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
-    ;
-    ; You can specify multiple addresses by separating them with a bar.  For example,
-    ;
-    ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
-    OutboundDisallowForUserScriptsExcept = opensim.betatechnologies.info|bot.betatechnologies.info|autonomy.gwynethllewelyn.net|176.31.245.207
-    ;
-    ; If an address if given without a port number then port 80 is assumed
-    ;
-    ; You can also specify a network range in CIDR notation to whitelist, e.g.
-    ;
-    ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
-    ;
-    ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
-    ; To specify an individual IP address use the /32 netmask
-    ;
-    ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
-    ;
-    ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation
-
-    ;# {HttpBodyMaxLenMAX} {} {Maximum bytes allowed for HTTP_BODY_MAXLENGTH} {} 16384
-    ;; By default, llHTTPRequest limits the response body to 2048 bytes.
-    ;; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum
-    ;; of HttpBodyMaxLenMAX bytes.
-    ;; Please be aware that the limit can be set to insanely high values,
-    ;; effectively removing any limitation. This will expose your sim to a
-    ;; known attack. It is not recommended to set this limit higher than
-    ;; the highest value that is actually needed by existing applications!
-    ;; 16384 is the SL compatible value.
-    ; HttpBodyMaxLenMAX=16384
-
-    ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
-    ;; Hostname to use in llRequestURL/llRequestSecureURL
-    ;; if not defined - llRequestURL/llRequestSecureURL are disabled
-    ExternalHostNameForLSL = ${Const|BaseHostname}
-
-    ;# {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)"
-
-    ;; The following 3 variables are for HTTP Basic Authentication for the Robust services.
-    ;; Use this if your central services in port 8003 need to be accessible on the Internet
-    ;; but you want to protect them from unauthorized access. The username and password
-    ;; here need to match the ones in the Robust service configuration.
-    ; AuthType = "BasicHttpAuthentication"
-    ; HttpAuthUsername = "some_username"
-    ; HttpAuthPassword = "some_password"
-    ;;
-    ;; Any of these 3 variables above can be overriden in any of the service sections.
-
-
-[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"
-
-    client_socket_rcvbuf_size = 12582912
-    AckTimeout = 180
-
-[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"
-    Cap_AvatarPickerSearch = "localhost"
-    Cap_GetDisplayNames = "localhost"
-
-
-[SimulatorFeatures]
-    ;# {SearchServerURI} {} {URL of the search server} {}
-    ;; Optional. If given this serves the same purpose as the grid wide
-    ;; [LoginServices] SearchURL setting and will override that where
-    ;; supported by viewers.
-    ;SearchServerURI = "http://127.0.0.1:9000/"
-    SearchServerURI = "${Const|BaseURL}:9000/"
-
-    ;# {DestinationGuideURI} {} {URL of the destination guide} {}
-    ;; Optional. If given this serves the same purpose as the grid wide
-    ;; [LoginServices] DestinationGuide setting and will override that where
-    ;; supported by viewers.
-    ;DestinationGuideURI = "http://127.0.0.1:9000/guide"
-
-
-[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
-
-
-[EntityTransfer]
-    ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
-    ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
-    ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
-    ;DisableInterRegionTeleportCancellation = false
-
-    ;# {LandingPointBehavior} {} {How to honor landing points and telehubs for gods.} {LandingPointBehavior_OS LandingPointBehavior_SL} LandingPointBehavior_OS
-    ;; This option exists to control the behavior of teleporting gods into places that have landing points
-    ;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for
-    ;; avatars with god permissions; SL lets gods land wherever they want.
-    ;LandingPointBehavior = LandingPointBehavior_OS
-
-[Messaging]
-    ;# {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 = ${Const|BaseURL}/Offline.php
-    ; OfflineMessageURL = ${Const|BaseURL}:${Const|PrivatePort}
-
-    ;# {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
-
-    ; Mute list handler
-    ;# {MuteListModule} {MuteListModule:MuteListModule} {} {} None
-    ; Disabled by default
-    MuteListModule = MuteListModule
-
-    ;; Control whether group invites and notices are stored for offline users.
-    ;; Default is true.
-    ;; This applies to both core groups module.
-    ForwardOfflineGroupMessages = true
-
-
-[BulletSim]
-    ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
-    AvatarToAvatarCollisionsByDefault = true
-
-    ; BulletSim can run on its own thread independent of the simulator's heartbeat
-    ;   thread. Enabling this will nto let the physics engine slow down avatar movement, etc.
-    ; Possibly deprecated or on by default on recent versions (20200304 gwyneth)
-    UseSeparatePhysicsThread = 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
-
-[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
-    enabled = true
-
-    ;# {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 = ""
-    access_password = "08NP6HKJ09IMXIFH79N26XL9CW9T0F9NC545ZMSH09R3ZRUNKE9QOY7MVUP69G7L"
-
-    ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
-    ;; 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
-
-    ; 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 = "{4}.{0}.{1}.xml"
-
-
-; Not operational in 0.9.1.1, but I leave this here if the plugin becomes
-;   operational again (20200403 gwyneth)
-[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 = true
-    god_key = betaopenmv2014!!
-    prefix = /admin
-
-
-[RestRegionPlugin]
-    ; Change this to true to enable the REST Region Plugin
-    enabled = true
-
-
-[RestHandler]
-    ; Change this to true to enable the REST Asset and Inventory Plugin
-    enabled = true
-    authenticate = true  
-    secured = true
-    extended-escape = true
-    realm = OpenSim REST  
-    dump-asset = false
-    path-fill = true
-    dump-line-size = 32
-    flush-on-error = true
-
-
-[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
-    enable_windlight = true
-
-
-[LL-Functions]
-    ; Maximum number of external urls that scripts can set up in this simulator (e.g. via llRequestURL())
-    max_external_urls_per_simulator = 1000
-
-    ; Use llCastRay V3 if true.
-    ; Implements llCastRay similar but not identical to Second Life.
-    ; See http://wiki.secondlife.com/wiki/LlCastRay .
-    ; NEW
-    ; Meshes prims for good accuracy in ray hit detection,
-    ; handling basic and tortured prims, sculpts and meshes.
-    ; Uses ellipsoid, correctly sized avatar capsules.
-    ; Handles complex terrain, multi-prim objects and seated avatars.
-    ; Implements throttling and the status codes
-    ; RCERR_UNKNOWN and RCERR_CAST_TIME_EXCEEDED,
-    ; so LSL scripts need to handle these responses and RCERR_SIM_PERF_LOW.
-    ; WARNING
-    ; Can be faster on some servers and scenes, but slower on others,
-    ; compared to previous version of llCastRay in OpenSimulator.
-    ; Is in most cases considerably slower than llCastRay in Second Life.
-    ; Generates geometry meshes and can therefore use much system resources.
-    UseLlCastRayV3 = true
-
-    ; Accepted calculation precision error in calculations in llCastRay V3
-    FloatToleranceInLlCastRay = 0.00001
-
-    ; Accepted distance difference between duplicate hits in llCastRay V3
-    FloatTolerance2InLlCastRay = 0.001
-
-    ; Detail level when rendering prims in llCastRay V3
-    ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
-    PrimDetailLevelInLlCastRay = 1
-
-    ; Detail level when rendering sculpts in llCastRay V3
-    ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
-    SculptDetailLevelInLlCastRay = 1
-
-    ; Detail level when rendering meshes in llCastRay V3
-    ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
-    MeshDetailLevelInLlCastRay = 3
-
-    ; Detail level when rendering avatar capsules in llCastRay V3
-    ; 0 = Low, 1 = Medium, 2 = High, 3 = Highest, higer level gives better accuracy but slower call
-    AvatarDetailLevelInLlCastRay = 1
-
-    ; Maximum number of returned hits from llCastRay V3
-    MaxHitsInLlCastRay = 16
-
-    ; Maximum number of returned hits per prim from llCastRay V3
-    MaxHitsPerPrimInLlCastRay = 16
-
-    ; Maximum number of returned hits per object from llCastRay V3
-    MaxHitsPerObjectInLlCastRay = 16
-
-    ; Report ray intersections with surfaces on exits from a prim as hits in llCastRay V3 if true
-    DetectExitHitsInLlCastRay = false
-
-    ; Detect attachments in llCastRay V3 if true
-    DoAttachmentsInLlCastRay = false
-
-    ; Throttle period length in ms before which all old llCastRay use is discarded in llCastRay V3
-    ; The sum of AvailableTimeInMsPerRegionInLlCastRay and all AvailableTimeInMsPerAvatarInLlCastRay should not exceed this
-    ThrottleTimeInMsInLlCastRay = 200
-
-    ; Available time in ms for llCastRay per throttle period and 65536 m2 land area in llCastRay V3
-    AvailableTimeInMsPerRegionInLlCastRay = 40
-
-    ; Available time in ms for llCastRay per throttle period and avatar when script in attachment or vehicle in llCastRay V3
-    AvailableTimeInMsPerAvatarInLlCastRay = 10
-
-    ; Required available time in ms left to perform a new llCastRay in llCastRay V3
-    RequiredAvailableTimeInMsInLlCastRay = 2
-
-    ; Maximum available time in ms possible in llCastRay V3, not to get too high values with varregions
-    MaximumAvailableTimeInMsInLlCastRay = 40
-
-    ; Use cached meshes in llCastRay V3 if true
-    ; Improves performance but uses more memory
-    UseMeshCacheInLlCastRay = true
-
-
-
-[Materials]
-    ;# {enable_materials} {} {Enable Materials support?} {true false} true
-    ;; This enables the use of Materials.
-    enable_materials = true
-    MaxMaterialsPerTransaction = 50
-
-[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 = true
-
-    ;# {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 = all
-
-    ;# {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 = "btgrid"
-
-    ;# {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 = 86400
-
-    ;; This will be created in bin, if it doesn't exist already. It will hold
-    ;; the data snapshots.
-    snapshot_cache_directory = "DataSnapshot"
-
-    ;; [Supported, but obsolete]
-    ;# {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"
-
-    ;; New way of specifying data services, one per service
-    ; DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
-
-[Economy]
-    ; the economy module in use
-    ; To use other modules you need to override this setting
-    economymodule = BetaGridLikeMoneyModule
-
-    ;# {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
-
-[YEngine]
-    ;; implements non preemptive microthreading, so fixing problems like llSleep or long events handlers
-    ;; but those will suffer from timeslicing, so will be slower.
-    ;; warning: scripts state is lost on TP or cross to Xengine regions (cars stop, etc)
-	;; ignore its extensions (subset of original XMRengine), those are still undefined.
-    ; Enabled = false
-
-
-[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
-
-    ;; llSetTimerEvent minimum value. Default 0.5s, 0.05s whould be more resonable
-    ; MinTimerInterval = 0.5
-
-    ;# {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 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.
-    ;; at this time some mono versions seem to have problems with the true option
-    ;; so default is now false until a fix is found, to simply life of less technical skilled users.
-    ;; this should only be a issue if regions stay alive for a long time with lots of scripts added or edited.
-    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 = co-op
-
-
-    ;# {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
-
-    ;# {CompactMemOnLoad} {} {compacts memory on each script load at startup?} {true false} false
-    ;; forces calls to memory garbage collector before loading each script DLL during region startup.
-    ;; Peak memory usage is reduced and region starts with a more compacted memory allocation.
-    ;; But this costs a lot of time, so region load will take a lot longer.
-    ;; it is more usefull if there are no previously compiled scripts DLLs (as with DeleteScriptsOnStartup = true)
-    CompactMemOnLoad = true
-
-    ;; Compile debug info (line numbers) into the script assemblies
-    CompileWithDebugInformation = true
-
-    ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section
-
-    ;# {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"
-
-[OSSL]
-    ;# {Include-osslEnable} {} {Include file for enabling and permissions for OSSL functions} {}
-    ;; Optionally include file to enable OSSL functions and set permissions on who can use which.
-    ;; If this INI file is not included, the OSSL functions are disabled.
-    Include-osslEnable = "config-include/osslEnable.ini"
-
-
-[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
-    Enabled = true
-
-    ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
-    ;; Minimum user level required to create groups
-    ; LevelGroupCreate = 0
-
-    ;# {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
-    ServicesConnectorModule = "Groups HG Service Connector"
-
-    ;# {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 = remote
-
-    ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
-    ;; Used for V2 in Remote only.
-    ; SecretKey = ""
-
-    ;# {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 ${Const|BaseURL}:${Const|PrivatePort} for robust, V2
-    ;; Leave it commented for standalones, V2
-    GroupsServerURI = "${Const|BaseURL}:${Const|PrivatePort}"
-
-    ;# {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 = ${Const|BaseURL}:${Const|PublicPort}
-
-    ;# {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 "Groups Messaging Module 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
-
-    ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
-    ; Experimental option to only message online users rather than all users
-    ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
-    ; Applies Flotsam Group only. V2 has this always on, no other option
-    ; MessageOnlineUsersOnly = false
-
-    ;; This makes the Groups module very chatty on the console.
-    ; DebugEnabled = false
-
-    ; This makes the Group Messaging module very chatty on the console.
-    ; DebugMessagingEnabled = false
-
-    ;; XmlRpc Security settings.  These must match those set on your backend
-    ;; groups service if the service is using these keys
-    XmlRpcServiceReadKey    = 7539
-    XmlRpcServiceWriteKey   = 7539
-
-
-[InterestManagement]
-     ;; This section controls how state updates are prioritized for each client
-     
-     ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness SimpleAngularDistance} BestAvatarResponsiveness
-     ;; Valid values are BestAvatarResponsiveness and SimpleAngularDistance
-     ;; SimpleAngularDistance does use more cpu
-    UpdatePrioritizationScheme = BestAvatarResponsiveness
-
-    ;; ObjectsCullingByDistance, if true, don't send object updates if outside view range
-    ;; currently viewers are also told to delete objects that leave view range
-    ;; only avater position is considered, free camera may not see objects
-    ;; does increase cpu load
-    ; ObjectsCullingByDistance = false
-
-
-[WebStats]
-    ; View region statistics via a web page
-    ; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page
-    ; Use a web browser and type in the "Login URI" + "/SStats/"
-    ; For example- http://127.0.0.1:9000/SStats/
-    enabled = true
-
-
-[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
-    Enabled = true
-
-    ;; several options to control NPCs creation
-
-    ;# {AllowNotOwned} {} {allow NPCs to be created not Owned} {true false} true
-    ;; allow NPCs to be created not Owned {true false} default: true
-    ; AllowNotOwned = true
-
-    ;# {AllowSenseAsAvatar} {} {allow NPCs to set to be sensed as Avatars} {true false} true
-    ;; allow NPCs to set to be sensed as Avatars {true false} default: true
-    ; AllowSenseAsAvatar = true
-
-    ;# {AllowCloneOtherAvatars} {} {allow NPCs to created cloning any avatar in region} {true false} true
-    ;; allow NPCs to created cloning any avatar in region {true false} default: true
-    ; AllowCloneOtherAvatars = true
-
-    ;# {NoNPCGroup} {} {if true NPCs will have no group title, if false display "- NPC -"} {true false} true
-    ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
-    ; NoNPCGroup = true
-
-
-[Terrain]
-    ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
-    ; InitialTerrain = "pinhead-island"
-
-
-[LandManagement]
-    ;; set this to false to not display parcel ban lines
-    ;ShowParcelBansLines = true
-
-
-[UserProfiles]
-  ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
-  ;; Set the value of the url to your UserProfilesService
-  ;; If un-set / "" the module is disabled
-  ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}
-
-  ;# {AllowUserProfileWebURLs} {} {allow user profiles web urls} {true false} true
-  ;; set this to false to prevent your users to be sent to unknown
-  ;; web sites by other users on their profiles
-  ; AllowUserProfileWebURLs = true
-
-
-[XBakes]
-  ;# {URL} {} {Set URL for Baked texture service} {}
-  ;; Sets the URL for the baked texture ROBUST service.
-  ;; Disabled when unset.
-  URL = ${Const|BaseURL}:${Const|PrivatePort}
-
-;;
-;; Optional module to highlight God names in the viewer.
-;; Uncomment and customize appropriately if you want this behavior.
-;;
-[GodNames]
-    Enabled = true
-    FullNames = "Gwyneth Llewelyn, BetaMaster Avatar"
-;    Surnames = "Kryztlsk"
-
-
-[UserProfiles]
-  ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
-  ;; Set the value of the url to your UserProfilesService
-  ;; If un-set / "" the module is disabled
-  ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}
-
-  ;# {AllowUserProfileWebURLs} {} {allow user profiles web urls} {true false} true
-  ;; set this to false to prevent your users to be sent to unknown
-  ;; web sites by other users on their profiles
-  ; AllowUserProfileWebURLs = true
-
-
-[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"