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- [Startup]
- gridmode = false
- ; ##
- ; ## STORAGE
- ; ##
- ; *** Prim Storage - only leave one storage_plugin uncommented ***
- ; --- The NullStorage stores nothing - effectively disabling persistence:
- storage_plugin = "OpenSim.DataStore.NullStorage.dll"
- ; --- To use sqlite as region storage:
- ;storage_plugin = "OpenSim.Framework.Data.SQLite.dll"
- storage_connection_string="URI=file:OpenSim.db,version=3";
- ; --- To use MySQL storage, supply your own connectionstring (this is only an example):
- ; note that the supplied account needs create privilegies if you want it to auto-create needed tables.
- ; storage_plugin="OpenSim.Framework.Data.MySQL.dll"
- ; storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
- ; turn on experimental storage of prim inventories in the region database
- ; Prim inventory storage is now turned on by default
- ; However, this option remains in case it needs to be disabled
- ; More details of the current state of this can be found at
- ;
- ; http://opensimulator.org/wiki/OpenSim:Prim_Inventory_Persistence
- ;
- storage_prim_inventories = true
- ; Avatar appearance persistence
- appearance_persist = false
- appearance_database = "MySQL"
- appearance_connection_string = "Data Source=localhost;Database=avatar_appearance;User ID=root;Password=xxxx;pooling=false;"
- ; Select whether you want to use local or grid asset storage.
- ;
- ; If you're running in standalone, you definitely want local, since there is no grid (hence this is redundant, and should
- ; really be eliminated). The database itself is defined in asset_plugin below
- ;
- ; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
- ; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
- ; locally. This will mean you won't be able to take items using your assets to other people's regions.
- asset_database = "local"
- ;asset_database = "grid"
- ; Should avatars in neighbor sims see objects in this sim?
- see_into_this_sim_from_neighbor = True
- ; ##
- ; ## PHYSICS
- ; ##
- ; Select a mesher here. ZeroMesher is save and fast.
- ; ZeroMesher also means that the physics engine models the physics of prims
- ; sticking to the basic shapes the engine does support. Usually this is only a box.
- ; Meshmerizer gives a better handling of complex prims by using triangle meshes.
- ; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
- ;
- meshing = ZeroMesher
- ;meshing = Meshmerizer
- ; Choose one of the physics engines below
- physics = basicphysics
- ;physics = POS
- ;physics = OpenDynamicsEngine
- ;physics = modified_BulletX
- startup_console_commands_file = "startup_commands.txt"
- shutdown_console_commands_file = "shutdown_commands.txt"
- serverside_object_permissions = false
- ; 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
- ; To run a script every few minutes, set the script filename here
- ; timer_Script = "filename"
- ; ##
- ; ## ScriptEngine
- ; ##
- ; These are region modules loaded into each region to provide script support
- ; Scripts may be everything from LSL or C# scripts put in prims to whole game systems that controls the whole grid.
- ; You can load multiple modules by separating them with a coma.
- ;
- ; Example:
- ;script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll,OpenSim.Region.ScriptEngine.RemoteServer.dll
- ;
- ; This is the current and most stable ScriptEngine:
- script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll
- ;Experimental remote ScriptServer plugin (does not currently work):
- ;script_engine = OpenSim.Region.ScriptEngine.RemoteServer.dll
- [StandAlone]
- accounts_authenticate = true
- welcome_message = "Welcome to OpenSim"
- ; Asset database provider
- asset_plugin = "OpenSim.Framework.Data.SQLite.dll"
- ; asset_plugin = "OpenSim.Framework.Data.MySQL.dll"
- ; Inventory database provider
- inventory_plugin = "OpenSim.Framework.Data.SQLite.dll"
- ; inventory_plugin = "OpenSim.Framework.Data.MySQL.dll"
- ; User Data Database provider
- userDatabase_plugin = "OpenSim.Framework.Data.SQLite.dll"
- ; userDatabase_plugin = "OpenSim.Framework.Data.MySQL.dll"
- default_location_x = 1000
- default_location_y = 1000
- dump_assets_to_file = false
- [Network]
- http_listener_port = 9000
- remoting_listener_port = 8895
- ; Uncomment below to enable llRemoteData/remote channels
- ; remoteDataPort = 20800
- grid_server_url = "http://127.0.0.1:8001"
- grid_send_key = "null"
- grid_recv_key = "null"
- user_server_url = "http://127.0.0.1:8002"
- user_send_key = "null"
- user_recv_key = "null"
- asset_server_url = "http://127.0.0.1:8003"
- inventory_server_url = "http://127.0.0.1:8004"
- [Chat]
- whisper_distance = 10
- say_distance = 30
- shout_distance = 100
- ; 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]
- ;server = name.of.irc.server.on.the.net
- ;nick = OpenSimBotNameProbablyMakeThisShorter
- ;channel = #the_irc_channel_you_want_to_connect_to
- ;port = 6667
- ;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}"
- ; 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 = 0.5
- ; send a Sun update ever frame_rate # of frames. A lower number will
- ; make for smoother sun transition at the cost of network
- ;frame_rate = 100
- [ScriptEngine.DotNetEngine]
- ;
- ; 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
- ; 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
- 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=true
- ; 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
- ; 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
- CleanUpOldScriptsOnStartup=true
- [LL-Functions]
- ; Set the following to true to allow administrator owned scripts to execute console commands
- AllowosConsoleCommand=false
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