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OpenSim.ini.example 11 KB

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  1. [Startup]
  2. gridmode = false
  3. ; ##
  4. ; ## STORAGE
  5. ; ##
  6. ; *** Prim Storage - only leave one storage_plugin uncommented ***
  7. ; --- The NullStorage stores nothing - effectively disabling persistence:
  8. storage_plugin = "OpenSim.DataStore.NullStorage.dll"
  9. ; --- To use sqlite as region storage:
  10. ;storage_plugin = "OpenSim.Framework.Data.SQLite.dll"
  11. storage_connection_string="URI=file:OpenSim.db,version=3";
  12. ; --- To use MySQL storage, supply your own connectionstring (this is only an example):
  13. ; note that the supplied account needs create privilegies if you want it to auto-create needed tables.
  14. ; storage_plugin="OpenSim.Framework.Data.MySQL.dll"
  15. ; storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
  16. ; turn on experimental storage of prim inventories in the region database
  17. ; Prim inventory storage is now turned on by default
  18. ; However, this option remains in case it needs to be disabled
  19. ; More details of the current state of this can be found at
  20. ;
  21. ; http://opensimulator.org/wiki/OpenSim:Prim_Inventory_Persistence
  22. ;
  23. storage_prim_inventories = true
  24. ; Avatar appearance persistence
  25. appearance_persist = false
  26. appearance_database = "MySQL"
  27. appearance_connection_string = "Data Source=localhost;Database=avatar_appearance;User ID=root;Password=xxxx;pooling=false;"
  28. ; Select whether you want to use local or grid asset storage.
  29. ;
  30. ; If you're running in standalone, you definitely want local, since there is no grid (hence this is redundant, and should
  31. ; really be eliminated). The database itself is defined in asset_plugin below
  32. ;
  33. ; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
  34. ; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
  35. ; locally. This will mean you won't be able to take items using your assets to other people's regions.
  36. asset_database = "local"
  37. ;asset_database = "grid"
  38. ; Should avatars in neighbor sims see objects in this sim?
  39. see_into_this_sim_from_neighbor = True
  40. ; ##
  41. ; ## PHYSICS
  42. ; ##
  43. ; Select a mesher here. ZeroMesher is save and fast.
  44. ; ZeroMesher also means that the physics engine models the physics of prims
  45. ; sticking to the basic shapes the engine does support. Usually this is only a box.
  46. ; Meshmerizer gives a better handling of complex prims by using triangle meshes.
  47. ; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
  48. ;
  49. meshing = ZeroMesher
  50. ;meshing = Meshmerizer
  51. ; Choose one of the physics engines below
  52. physics = basicphysics
  53. ;physics = POS
  54. ;physics = OpenDynamicsEngine
  55. ;physics = modified_BulletX
  56. startup_console_commands_file = "startup_commands.txt"
  57. shutdown_console_commands_file = "shutdown_commands.txt"
  58. serverside_object_permissions = false
  59. ; 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.
  60. physical_prim = true
  61. ; To run a script every few minutes, set the script filename here
  62. ; timer_Script = "filename"
  63. ; ##
  64. ; ## ScriptEngine
  65. ; ##
  66. ; These are region modules loaded into each region to provide script support
  67. ; Scripts may be everything from LSL or C# scripts put in prims to whole game systems that controls the whole grid.
  68. ; You can load multiple modules by separating them with a coma.
  69. ;
  70. ; Example:
  71. ;script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll,OpenSim.Region.ScriptEngine.RemoteServer.dll
  72. ;
  73. ; This is the current and most stable ScriptEngine:
  74. script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll
  75. ;Experimental remote ScriptServer plugin (does not currently work):
  76. ;script_engine = OpenSim.Region.ScriptEngine.RemoteServer.dll
  77. [StandAlone]
  78. accounts_authenticate = true
  79. welcome_message = "Welcome to OpenSim"
  80. ; Asset database provider
  81. asset_plugin = "OpenSim.Framework.Data.SQLite.dll"
  82. ; asset_plugin = "OpenSim.Framework.Data.MySQL.dll"
  83. ; Inventory database provider
  84. inventory_plugin = "OpenSim.Framework.Data.SQLite.dll"
  85. ; inventory_plugin = "OpenSim.Framework.Data.MySQL.dll"
  86. ; User Data Database provider
  87. userDatabase_plugin = "OpenSim.Framework.Data.SQLite.dll"
  88. ; userDatabase_plugin = "OpenSim.Framework.Data.MySQL.dll"
  89. default_location_x = 1000
  90. default_location_y = 1000
  91. dump_assets_to_file = false
  92. [Network]
  93. http_listener_port = 9000
  94. remoting_listener_port = 8895
  95. ; Uncomment below to enable llRemoteData/remote channels
  96. ; remoteDataPort = 20800
  97. grid_server_url = "http://127.0.0.1:8001"
  98. grid_send_key = "null"
  99. grid_recv_key = "null"
  100. user_server_url = "http://127.0.0.1:8002"
  101. user_send_key = "null"
  102. user_recv_key = "null"
  103. asset_server_url = "http://127.0.0.1:8003"
  104. inventory_server_url = "http://127.0.0.1:8004"
  105. [Chat]
  106. whisper_distance = 10
  107. say_distance = 30
  108. shout_distance = 100
  109. ; Uncomment the following for IRC bridge
  110. ; experimental, so if it breaks... keep both parts... yada yada
  111. ; also, not good error detection when it fails
  112. ;[IRC]
  113. ;server = name.of.irc.server.on.the.net
  114. ;nick = OpenSimBotNameProbablyMakeThisShorter
  115. ;channel = #the_irc_channel_you_want_to_connect_to
  116. ;port = 6667
  117. ;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
  118. ; must start with "PRIVMSG {0} : " or irc server will get upset
  119. ;for <bot>:<user in region> :<message>
  120. ;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
  121. ;for <bot>:<message> - <user of region> :
  122. msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
  123. ;for <bot>:<message> - from <user> :
  124. ;msgformat = "PRIVMSG {0} : {3} - from {1}"
  125. ; Uncomment the following to control the progression of daytime
  126. ; in the Sim. The defaults are what is shown below
  127. ;[Sun]
  128. ; number of wall clock hours for an opensim day. 24.0 would mean realtime
  129. ;day_length = 0.5
  130. ; send a Sun update ever frame_rate # of frames. A lower number will
  131. ; make for smoother sun transition at the cost of network
  132. ;frame_rate = 100
  133. [ScriptEngine.DotNetEngine]
  134. ;
  135. ; These settings are specific to DotNetEngine script engine
  136. ; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file.
  137. ;
  138. ; When a script receives an event the event is queued.
  139. ; Any free thread will start executing this event. One script can only have one event executed simultaneously.
  140. ; 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.
  141. ; Same if you have 10 threads, then only 10 scripts can be run simultaneously.
  142. ; But because most scripts exit after their task, the threads are free to go on to the next script.
  143. ; Refresh ScriptEngine config options (these settings) every xx seconds
  144. ; 0 = Do not refresh
  145. ; Set it to number of seconds between refresh, for example 30.
  146. ; Will allow you to change ScriptEngine settings while server is running just by using "CONFIG SET" on console
  147. ; For example to increase or decrease number of threads: CONFIG SET NumberOfScriptThreads 10
  148. ; NOTE! Disabled for now. Feature does not work.
  149. RefreshConfig=0
  150. ; Number of threads to use for script event execution
  151. ; Threads are shared across all regions
  152. NumberOfScriptThreads=2
  153. ; Script event execution thread priority inside application.
  154. ; Valid values: Lowest, BelowNormal, Normal, AboveNormal, Highest
  155. ScriptThreadPriority=BelowNormal
  156. ; How long MAX should a script event be allowed to run (per event execution)?
  157. ; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function
  158. ; There is also a small speed penalty for every kill that is made
  159. MaxEventExecutionTimeMs=5000
  160. ; Should we enable the max script event execution thread to look for scripts that exceed their timeslice?
  161. EnforceMaxEventExecutionTime=true
  162. ; Should we stop the script completely when time exceeds?
  163. ; This is useful if you have a high <MaxEventExecutionTimeMs> and want to deactivate scripts that go wrong
  164. ; Note that for example physics engine can slow down the system and make scripts spend more time
  165. DeactivateScriptOnTimeout=false
  166. ; If no scripts have executed in this pass how long should we sleep before checking again
  167. ; Impact:
  168. ; Too low and you will waste lots of CPU
  169. ; Too high and people touching object or similar will have to wait up to this amount of time before script responding
  170. SleepTimeIfNoScriptExecutionMs=50
  171. ; AppDomains are used for two things:
  172. ; * Security: Scripts inside AppDomains are limited in permissions.
  173. ; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded.
  174. ; AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims).
  175. ; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
  176. ScriptsPerAppDomain=1
  177. ; MaintenanceLoop
  178. ; How often to run maintenance loop
  179. ; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time
  180. MaintenanceLoopms=50
  181. ; How many maintenanceloops between each of these.
  182. ; (if 2 then function will be executed every MaintenanceLoopms*2 ms)
  183. ; Script loading/unloading
  184. ; How long load/unload thread should sleep if there is nothing to do
  185. ; Higher value makes it respond slower when scripts are added/removed from prims
  186. ; But once active it will process all in queue before sleeping again
  187. MaintenanceLoopTicks_ScriptLoadUnload=1
  188. ; Other tasks
  189. ; check if we need to reload config, adjust running config and enforce max execution time
  190. MaintenanceLoopTicks_Other=10
  191. ; Maximum number of items in load/unload queue before we start rejecting loads
  192. ; Note that we will only be rejecting load. Unloads will still be able to queue.
  193. LoadUnloadMaxQueueSize=100
  194. ; Maximum number of (LSL) events that can be queued before new events are ignored.
  195. EventExecutionMaxQueueSize=300
  196. ; Async LL command sleep
  197. ; If no async LL commands are waiting, how long should thread sleep before checking again
  198. ; Async LL commands are LSL-commands that causes an event to be fired back with result
  199. AsyncLLCommandLoopms=50
  200. ; 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
  201. WriteScriptSourceToDebugFile=true
  202. ; Specify default script compiler
  203. ; 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
  204. ; Valid languages are: lsl, cs, js and vb
  205. DefaultCompileLanguage=lsl
  206. ; Specify what compilers are allowed to be used
  207. ; Note vb only works on Windows for now (Mono lacks VB compile support)
  208. ; Valid languages are: lsl, cs, js and vb
  209. AllowedCompilers=lsl,cs,js,vb
  210. ; Compile scripts with debugging
  211. ; Probably a thousand times slower, but gives you a line number when something goes wrong.
  212. CompileWithDebugInformation=true
  213. ; Remove old scripts on next startup
  214. CleanUpOldScriptsOnStartup=true
  215. [LL-Functions]
  216. ; Set the following to true to allow administrator owned scripts to execute console commands
  217. AllowosConsoleCommand=false