OpenSim.ini.example 57 KB

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  1. ;; This is the main configuration file for OpenSimulator.
  2. ;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
  3. ;; If it's named OpenSim.ini.example then you will need to copy it to
  4. ;; OpenSim.ini first (if that file does not already exist)
  5. ;;
  6. ;; Once you have copied OpenSim.ini.example to OpenSim.ini you will at least
  7. ;; need to set the constants in the [Const] section and pick an architecture
  8. ;; in the [Architecture] section at the end of this file. The architecture
  9. ;; will require a suitable .ini file in the config-include directory, either
  10. ;; StandaloneCommon.ini or GridCommon.ini which you can copy and modify from the
  11. ;; available .example files.
  12. ;;
  13. ;; The settings in this file are in the form "<key> = <value>". For example,
  14. ;; save_crashes = false in the [Startup] section below.
  15. ;;
  16. ;; All settings are initially commented out and the default value used, as
  17. ;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
  18. ;; deleting the initial semicolon (;) and then change the value. This will
  19. ;; override the value in OpenSimDefaults.ini
  20. ;;
  21. ;; If you want to find out what configuration OpenSimulator has finished with
  22. ;; once all the configuration files are loaded then type "config show" on the
  23. ;; region console command line.
  24. ;;
  25. ;;
  26. ;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
  27. ;;
  28. ;; All leading white space is ignored, but preserved.
  29. ;;
  30. ;; Double semicolons denote a text comment
  31. ;;
  32. ;; ;# denotes a configuration directive description
  33. ;; formatted as:
  34. ;; {option} {depends on} {question to ask} {choices} default value
  35. ;; Any text comments following the declaration, up to the next blank line.
  36. ;; will be copied to the generated file (NOTE: generation is not yet
  37. ;; implemented)
  38. ;;
  39. ;; A * in the choices list will allow an empty entry.
  40. ;; An empty question will set the default if the dependencies are
  41. ;; satisfied.
  42. ;;
  43. ;; ; denotes a commented out option.
  44. ;; Any options added to OpenSim.ini.example should be initially commented
  45. ;; out.
  46. [Const]
  47. ; For a grid these will usually be the externally accessible IP/DNS
  48. ; name and use default public port 8002 and default private port 8003
  49. ; For a standalone this will usually be the externally accessible IP/DNS
  50. ; name and use default public port 9000. The private port is not used
  51. ; in the configuration for a standalone.
  52. ;# {BaseURL} {} {BaseURL} {"http://example.com" "http://127.0.0.1"} "http://127.0.0.1"
  53. BaseURL = http://127.0.0.1
  54. ;# {PublicPort} {} {PublicPort} {8002 9000} "8002"
  55. PublicPort = "8002"
  56. ;# {PrivatePort} {} {PrivatePort} {8003} "8003"
  57. ; port to access private grid services.
  58. ; grids that run all their regions should deny access to this port
  59. ; from outside their networks, using firewalls
  60. PrivatePort = "8003"
  61. [Startup]
  62. ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
  63. ;; Console prompt
  64. ;; Certain special characters can be used to customize the prompt
  65. ;; Currently, these are
  66. ;; \R - substitute region name
  67. ;; \\ - substitute \
  68. ; ConsolePrompt = "Region (\R) "
  69. ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
  70. ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
  71. ; ConsoleHistoryFileEnabled = true
  72. ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
  73. ;; The history file can be just a filename (relative to OpenSim's bin/ directory
  74. ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
  75. ; ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
  76. ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
  77. ;; How many lines of command history should we keep? (default is 100)
  78. ; ConsoleHistoryFileLines = 100
  79. ;# {save_crashes} {} {Save crashes to disk?} {true false} false
  80. ;; Set this to true if you want to log crashes to disk
  81. ;; this can be useful when submitting bug reports.
  82. ;; However, this will only log crashes within OpenSimulator that cause the
  83. ;; entire program to exit
  84. ;; It will not log crashes caused by virtual machine failures, which
  85. ;; includes mono and ODE failures.
  86. ;; You will need to capture these native stack traces by recording the
  87. ;; session log itself.
  88. ; save_crashes = false
  89. ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
  90. ;; Directory to save crashes to if above is enabled
  91. ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
  92. ; crash_dir = "crashes"
  93. ;# {PIDFile} {} {Path to PID file?} {}
  94. ;; Place to create a PID file
  95. ; PIDFile = "/tmp/OpenSim.exe.pid"
  96. ;# {RegistryLocation} {} {Addins Registry Location} {}
  97. ; Set path to directory for addin registry if you want addins outside of bin.
  98. ; Information about the registered repositories and installed plugins will
  99. ; be stored here. The OpenSim.exe process must have R/W access to the location.
  100. ; RegistryLocation = "."
  101. ;# {ConfigDirectory} {} {Set path to directory for modular ini files} {}
  102. ; Used by region module addins. You can set this to outside bin, so that addin
  103. ; configurations will survive updates. The OpenSim.exe process must have R/W access
  104. ; to the location.
  105. ; ConfigDirectory = "."
  106. ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
  107. ;; Determine where OpenSimulator looks for the files which tell it
  108. ;; which regions to server
  109. ;; Default is "filesystem"
  110. ; region_info_source = "filesystem"
  111. ; region_info_source = "web"
  112. ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
  113. ;; Determines where the region XML files are stored if you are loading
  114. ;; these from the filesystem.
  115. ;; Defaults to bin/Regions in your OpenSimulator installation directory
  116. ; regionload_regionsdir="C:\somewhere\xmlfiles\"
  117. ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
  118. ;; Determines the page from which regions xml is retrieved if you are
  119. ;; loading these from the web.
  120. ;; The XML here has the same format as it does on the filesystem
  121. ;; (including the <Root> tag), except that everything is also enclosed
  122. ;; in a <Regions> tag.
  123. ; regionload_webserver_url = "http://example.com/regions.xml";
  124. ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
  125. ;; Allow the simulator to start up if there are no region configuration available
  126. ;; from the selected region_info_source.
  127. ; allow_regionless = false
  128. ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
  129. ;; Minimum size for non-physical prims. Affects resizing of existing
  130. ;; prims. This can be overridden in the region config file (as
  131. ;; NonPhysicalPrimMin!).
  132. ; NonPhysicalPrimMin = 0.001
  133. ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
  134. ;; Maximum size for non-physical prims. Affects resizing of existing
  135. ;; prims. This can be overridden in the region config file (as
  136. ;; NonPhysicalPrimMax!).
  137. ; NonPhysicalPrimMax = 256
  138. ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
  139. ;; Minimum size where a prim can be physical. Affects resizing of
  140. ;; existing prims. This can be overridden in the region config file.
  141. ; PhysicalPrimMin = 0.01
  142. ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
  143. ;; Maximum size where a prim can be physical. Affects resizing of
  144. ;; existing prims. This can be overridden in the region config file.
  145. ; PhysicalPrimMax = 64
  146. ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
  147. ;; If a viewer attempts to rez a prim larger than the non-physical or
  148. ;; physical prim max, clamp the dimensions to the appropriate maximum
  149. ;; This can be overridden in the region config file.
  150. ; ClampPrimSize = false
  151. ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
  152. ;; Maximum number of prims allowable in a linkset. Affects creating new
  153. ;; linksets. Ignored if less than or equal to zero.
  154. ;; This can be overridden in the region config file.
  155. ; LinksetPrims = 0
  156. ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
  157. ;; Allow scripts to keep running when they cross region boundaries, rather
  158. ;; than being restarted. State is reloaded on the destination region.
  159. ;; This only applies when crossing to a region running in a different
  160. ;; simulator.
  161. ;; For crossings where the regions are on the same simulator the script is
  162. ;; always kept running.
  163. ; AllowScriptCrossing = true
  164. ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
  165. ;; Allow compiled script binary code to cross region boundaries.
  166. ;; If you set this to "true", any region that can teleport to you can
  167. ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
  168. ;; YOU HAVE BEEN WARNED!!!
  169. ; TrustBinaries = false
  170. ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
  171. ;; If you have only one region in an instance, or to avoid the many bugs
  172. ;; that you can trigger in modules by restarting a region, set this to
  173. ;; true to make the entire instance exit instead of restarting the region.
  174. ;; This is meant to be used on systems where some external system like
  175. ;; Monit will restart any instance that exits, thereby making the shutdown
  176. ;; into a restart.
  177. ; InworldRestartShutsDown = false
  178. ;; Persistence of changed objects happens during regular sweeps. The
  179. ;; following control that behaviour to prevent frequently changing objects
  180. ;; from heavily loading the region data store.
  181. ;; If both of these values are set to zero then persistence of all changed
  182. ;; objects will happen on every sweep.
  183. ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
  184. ;; Objects will be considered for persistance in the next sweep when they
  185. ;; have not changed for this number of seconds.
  186. ; MinimumTimeBeforePersistenceConsidered = 60
  187. ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
  188. ;; Objects will always be considered for persistance in the next sweep
  189. ;; if the first change occurred this number of seconds ago.
  190. ; MaximumTimeBeforePersistenceConsidered = 600
  191. ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
  192. ;; if you would like to allow prims to be physical and move by physics
  193. ;; with the physical checkbox in the client set this to true.
  194. ; physical_prim = true
  195. ;; Select a mesher here.
  196. ;;
  197. ;; Meshmerizer properly handles complex prims by using triangle meshes.
  198. ;; Note that only the ODE physics engine currently deals with meshed
  199. ;; prims in a satisfactory way.
  200. ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
  201. ;; ZeroMesher is faster but leaves the physics engine to model the mesh
  202. ;; using the basic shapes that it supports.
  203. ;; Usually this is only a box.
  204. ;; Default is Meshmerizer
  205. ; meshing = Meshmerizer
  206. ; meshing = ZeroMesher
  207. ;; select ubODEMeshmerizer only with ubOde physics engine
  208. ; meshing = ubODEMeshmerizer
  209. ;; Choose one of the physics engines below
  210. ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
  211. ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
  212. ;; BulletSim supports varregions.
  213. ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
  214. ;; It continues to provide a workable physics implementation. It does not currently support varregions.
  215. ;; basicphysics effectively does not model physics at all, making all objects phantom.
  216. ;; Default is BulletSim
  217. ; physics = OpenDynamicsEngine
  218. ; physics = BulletSim
  219. ; physics = basicphysics
  220. ; physics = POS
  221. ;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
  222. ; physics = ubODE
  223. ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
  224. ;; Default script engine to use. Currently, we only have XEngine
  225. ; DefaultScriptEngine = "XEngine"
  226. ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
  227. ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
  228. ;; required
  229. ; HttpProxy = "http://proxy.com:8080"
  230. ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
  231. ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
  232. ;; list of regular expressions for URLs that you don't want to go through
  233. ;; the proxy.
  234. ;; For example, servers inside your firewall.
  235. ;; Separate patterns with a ';'
  236. ; HttpProxyExceptions = ".mydomain.com;localhost"
  237. ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
  238. ;; The email module requires some configuration. It needs an SMTP
  239. ;; server to send mail through.
  240. ; emailmodule = DefaultEmailModule
  241. ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
  242. ;; SpawnPointRouting adjusts the landing for incoming avatars.
  243. ;; "closest" will place the avatar at the SpawnPoint located in the closest
  244. ;; available spot to the destination (typically map click/landmark).
  245. ;; "random" will place the avatar on a randomly selected spawnpoint;
  246. ;; "sequence" will place the avatar on the next sequential SpawnPoint
  247. ; SpawnPointRouting = closest
  248. ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
  249. ;; TelehubAllowLandmark allows users with landmarks to override telehub
  250. ;; routing and land at the landmark coordinates when set to true
  251. ;; default is false
  252. ; TelehubAllowLandmark = false
  253. [AccessControl]
  254. ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
  255. ;; Bar (|) separated list of viewers which may gain access to the regions.
  256. ;; One can use a substring of the viewer name to enable only certain
  257. ;; versions
  258. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  259. ;; - "Imprudence" has access
  260. ;; - "Imprudence 1.3" has access
  261. ;; - "Imprudence 1.3.1" has no access
  262. ; AllowedClients = ""
  263. ;# {DeniedClients} {} {Bar (|) separated list of denied clients} {}
  264. ;; Bar (|) separated list of viewers which may not gain access to the regions.
  265. ;; One can use a Substring of the viewer name to disable only certain
  266. ;; versions
  267. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  268. ;; - "Imprudence" has no access
  269. ;; - "Imprudence 1.3" has no access
  270. ;; - "Imprudence 1.3.1" has access
  271. ;;
  272. ; DeniedClients = ""
  273. [Map]
  274. ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
  275. ;; Map tile options.
  276. ;; If true, then maptiles are generated using the MapImageModule below.
  277. ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
  278. ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
  279. ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
  280. ; GenerateMaptiles = true
  281. ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
  282. ;; The module to use in order to generate map images.
  283. ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
  284. ;; generate better images.
  285. ;MapImageModule = "MapImageModule"
  286. ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
  287. ;; If desired, a running region can update the map tiles periodically
  288. ;; to reflect building activity. This names no sense of you don't have
  289. ;; prims on maptiles. Value is in seconds.
  290. ; MaptileRefresh = 0
  291. ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
  292. ;; If not generating maptiles, use this static texture asset ID
  293. ;; This may be overridden on a per region basis in Regions.ini
  294. ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
  295. ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
  296. ;; Use terrain texture for maptiles if true, use shaded green if false
  297. ; TextureOnMapTile = true
  298. ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
  299. ;; Draw objects on maptile. This step might take a long time if you've
  300. ;; got a large number of objects, so you can turn it off here if you'd like.
  301. ; DrawPrimOnMapTile = true
  302. ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
  303. ;; Texture the faces of the prims that are rendered on the map tiles.
  304. ; TexturePrims = true
  305. ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
  306. ;; Only texture prims that have a diagonal size greater than this number
  307. ; TexturePrimSize = 48
  308. ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
  309. ;; Attempt to render meshes and sculpties on the map
  310. ; RenderMeshes = false;
  311. [Permissions]
  312. ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
  313. ;; Permission modules to use, separated by comma.
  314. ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
  315. ; permissionmodules = DefaultPermissionsModule
  316. ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
  317. ;; These are the parameters for the default permissions module
  318. ;;
  319. ;; If set to false, then, in theory, the server never carries out
  320. ;; permission checks (allowing anybody to copy
  321. ;; any item, etc. This may not yet be implemented uniformally.
  322. ;; If set to true, then all permissions checks are carried out
  323. ; serverside_object_permissions = true
  324. ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
  325. ;; This allows users with a UserLevel of 200 or more to assume god
  326. ;; powers in the regions in this simulator.
  327. ; allow_grid_gods = false
  328. ;; This allows some control over permissions
  329. ;; please note that this still doesn't duplicate SL, and is not intended to
  330. ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
  331. ;; Allow region owners to assume god powers in their regions
  332. ; region_owner_is_god = true
  333. ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
  334. ;; Allow region managers to assume god powers in regions they manage
  335. ; region_manager_is_god = false
  336. ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
  337. ;; More control over permissions
  338. ;; This is definitely not SL!
  339. ;; Provides a simple control for land owners to give build rights to
  340. ;; specific avatars in publicly accessible parcels that disallow object
  341. ;; creation in general.
  342. ;; Owners specific avatars by adding them to the Access List of the parcel
  343. ;; without having to use the Groups feature
  344. ; simple_build_permissions = false
  345. [Estates]
  346. ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
  347. ; If these values are uncommented then they will be used to create a default estate as necessary.
  348. ; New regions will be automatically assigned to that default estate.
  349. ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
  350. ;; Name for the default estate
  351. ; DefaultEstateName = My Estate
  352. ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
  353. ;; Name for default estate owner
  354. ; DefaultEstateOwnerName = FirstName LastName
  355. ; ** Standalone Estate Settings **
  356. ; The following parameters will only be used on a standalone system to
  357. ; create an estate owner that does not already exist
  358. ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
  359. ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
  360. ;; UUID will be assigned. This is normally what you want
  361. ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
  362. ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
  363. ;; Email address for the default estate owner
  364. ; DefaultEstateOwnerEMail = [email protected]
  365. ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
  366. ;; Password for the default estate owner
  367. ; DefaultEstateOwnerPassword = password
  368. [SMTP]
  369. ;; The SMTP server enabled the email module to send email to external
  370. ;; destinations.
  371. ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
  372. ;; Enable sending email via SMTP
  373. ; enabled = false
  374. ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
  375. ; internal_object_host = lsl.opensim.local
  376. ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
  377. ; host_domain_header_from = "127.0.0.1"
  378. ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
  379. ; email_pause_time = 20
  380. ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
  381. ; email_max_size = 4096
  382. ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
  383. ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
  384. ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
  385. ; SMTP_SERVER_PORT = 25
  386. ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
  387. ; SMTP_SERVER_LOGIN = ""
  388. ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
  389. ; SMTP_SERVER_PASSWORD = ""
  390. [Network]
  391. ;# {ConsoleUser} {} {User name for console account} {}
  392. ;; Configure the remote console user here. This will not actually be used
  393. ;; unless you use -console=rest at startup.
  394. ; ConsoleUser = "Test"
  395. ;# {ConsolePass} {} {Password for console account} {}
  396. ; ConsolePass = "secret"
  397. ;# {console_port} {} {Port for console connections} {} 0
  398. ; console_port = 0
  399. ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
  400. ;; Simulator HTTP port. This is not the region port, but the port the
  401. ;; entire simulator listens on. This port uses the TCP protocol, while
  402. ;; the region ports use UDP.
  403. ; http_listener_port = 9000
  404. ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
  405. ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
  406. ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
  407. ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
  408. ;
  409. ; You can whitelist individual endpoints by IP or FQDN, e.g.
  410. ;
  411. ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
  412. ;
  413. ; You can specify multiple addresses by separating them with a bar. For example,
  414. ;
  415. ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
  416. ;
  417. ; If an address if given without a port number then port 80 is assumed
  418. ;
  419. ; You can also specify a network range in CIDR notation to whitelist, e.g.
  420. ;
  421. ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
  422. ;
  423. ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
  424. ; To specify an individual IP address use the /32 netmask
  425. ;
  426. ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
  427. ;
  428. ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation
  429. ;# {HttpBodyMaxLenMAX} {} {Maximum bytes allowed for HTTP_BODY_MAXLENGTH} {} 16384
  430. ;; By default, llHTTPRequest limits the response body to 2048 bytes.
  431. ;; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum
  432. ;; of HttpBodyMaxLenMAX bytes.
  433. ;; Please be aware that the limit can be set to insanely high values,
  434. ;; effectively removing any limitation. This will expose your sim to a
  435. ;; known attack. It is not recommended to set this limit higher than
  436. ;; the highest value that is actually needed by existing applications!
  437. ;; 16384 is the SL compatible value.
  438. ; HttpBodyMaxLenMAX=16384
  439. ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
  440. ;; Hostname to use in llRequestURL/llRequestSecureURL
  441. ;; if not defined - default machine name is being used
  442. ;; (on Windows this mean NETBIOS name - useably only inside local network)
  443. ; ExternalHostNameForLSL = "127.0.0.1"
  444. ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
  445. ;; What is reported as the "X-Secondlife-Shard"
  446. ;; Defaults to the user server url if not set
  447. ;; The old default is "OpenSim", set here for compatibility
  448. ;; The below is not commented for compatibility.
  449. shard = "OpenSim"
  450. ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
  451. ;; What is reported as the "User-Agent" when using llHTTPRequest
  452. ;; Defaults to not sent if not set here. See the notes section in the wiki
  453. ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
  454. ;; " (Mozilla Compatible)" to the text where there are problems with a
  455. ;; web server
  456. ; user_agent = "OpenSim LSL (Mozilla Compatible)"
  457. ;; The follow 3 variables are for HTTP Basic Authentication for the Robust services.
  458. ;; Use this if your central services in port 8003 need to be accessible on the Internet
  459. ;; but you want to protect them from unauthorized access. The username and password
  460. ;; here need to match the ones in the Robust service configuration.
  461. ; AuthType = "BasicHttpAuthentication"
  462. ; HttpAuthUsername = "some_username"
  463. ; HttpAuthPassword = "some_password"
  464. ;;
  465. ;; Any of these 3 variables above can be overriden in any of the service sections.
  466. [XMLRPC]
  467. ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
  468. ;; If enabled and set to XmlRpcRouterModule, this will post an event,
  469. ;; "xmlrpc_uri(string)" to the script concurrently with the first
  470. ;; remote_data event. This will contain the fully qualified URI an
  471. ;; external site needs to use to send XMLRPC requests to that script
  472. ;;
  473. ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
  474. ;; will be registered with an external service via a configured uri
  475. ;XmlRpcRouterModule = "XmlRpcRouterModule"
  476. ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
  477. ;XmlRpcPort = 20800
  478. ;# {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
  479. ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
  480. ;; will use this address to register xmlrpc channels on the external
  481. ;; service
  482. ; XmlRpcHubURI = http://example.com
  483. [ClientStack.LindenUDP]
  484. ;; See OpensSimDefaults.ini for the throttle options. You can copy the
  485. ;; relevant sections and override them here.
  486. ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
  487. ;; with the next update!
  488. ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
  489. ;; Quash and remove any light properties from attachments not on the
  490. ;; hands. This allows flashlights and lanterns to function, but kills
  491. ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
  492. ;; will also be affected.
  493. ;; This is especially important in artistic builds that depend on lights
  494. ;; on the build for their appearance, since facelights will cause the
  495. ;; building's lights to possibly not be rendered.
  496. ; DisableFacelights = "false"
  497. [ClientStack.LindenCaps]
  498. ;; For the long list of capabilities, see OpenSimDefaults.ini
  499. ;; Here are the few ones you may want to change. Possible values
  500. ;; are:
  501. ;; "" -- empty, capability disabled
  502. ;; "localhost" -- capability enabled and served by the simulator
  503. ;; "<url>" -- capability enabled and served by some other server
  504. ;;
  505. ; These are enabled by default to localhost. Change if you see fit.
  506. Cap_GetTexture = "localhost"
  507. Cap_GetMesh = "localhost"
  508. Cap_AvatarPickerSearch = "localhost"
  509. Cap_GetDisplayNames = "localhost"
  510. [SimulatorFeatures]
  511. ;# {SearchServerURI} {} {URL of the search server} {}
  512. ;; Optional. If given this serves the same purpose as the grid wide
  513. ;; [LoginServices] SearchURL setting and will override that where
  514. ;; supported by viewers.
  515. ;SearchServerURI = "http://127.0.0.1:9000/"
  516. ;# {DestinationGuideURI} {} {URL of the destination guide} {}
  517. ;; Optional. If given this serves the same purpose as the grid wide
  518. ;; [LoginServices] DestinationGuide setting and will override that where
  519. ;; supported by viewers.
  520. ;DestinationGuideURI = "http://127.0.0.1:9000/guide"
  521. [Chat]
  522. ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
  523. ;; Distance in meters that whispers should travel.
  524. ; whisper_distance = 10
  525. ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
  526. ;; Distance in meters that ordinary chat should travel.
  527. ; say_distance = 20
  528. ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
  529. ;; Distance in meters that shouts should travel.
  530. ; shout_distance = 100
  531. [EntityTransfer]
  532. ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
  533. ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
  534. ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
  535. ;DisableInterRegionTeleportCancellation = false
  536. ;# {LandingPointBehavior} {} {How to honor landing points and telehubs for gods.} {LandingPointBehavior_OS LandingPointBehavior_SL} LandingPointBehavior_OS
  537. ;; This option exists to control the behavior of teleporting gods into places that have landing points
  538. ;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for
  539. ;; avatars with god permissions; SL lets gods land wherever they want.
  540. ;LandingPointBehavior = LandingPointBehavior_OS
  541. [Messaging]
  542. ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
  543. ;; Module to handle offline messaging. The core module requires an external
  544. ;; web service to do this. See OpenSim wiki.
  545. ; OfflineMessageModule = OfflineMessageModule
  546. ;; Or, alternatively, use this one, which works for both standalones and grids
  547. ; OfflineMessageModule = "Offline Message Module V2"
  548. ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
  549. ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
  550. ; OfflineMessageURL = ${Const|BaseURL}/Offline.php
  551. ; OfflineMessageURL = ${Const|BaseURL}:${Const|PrivatePort}
  552. ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
  553. ;; For standalones, this is the storage dll.
  554. ; StorageProvider = OpenSim.Data.MySQL.dll
  555. ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
  556. ;; Mute list handler (not yet implemented). MUST BE SET to allow offline
  557. ;; messages to work
  558. ; MuteListModule = MuteListModule
  559. ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
  560. ;; URL of the web service that serves mute lists. Not currently used, but
  561. ;; must be set to allow offline messaging to work.
  562. ; MuteListURL = http://yourserver/Mute.php
  563. ;; Control whether group invites and notices are stored for offline users.
  564. ;; Default is true.
  565. ;; This applies to both core groups module.
  566. ; ForwardOfflineGroupMessages = true
  567. [BulletSim]
  568. ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
  569. AvatarToAvatarCollisionsByDefault = true
  570. [ODEPhysicsSettings]
  571. ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
  572. ;; Do we want to mesh sculpted prim to collide like they look?
  573. ;; If you are seeing sculpt texture decode problems
  574. ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
  575. ;; then you might want to try setting this to false.
  576. ; mesh_sculpted_prim = true
  577. [RemoteAdmin]
  578. ;; This is the remote admin module, which uses XMLRPC requests to
  579. ;; manage regions from a web interface.
  580. ;# {enabled} {} {Enable the remote admin interface?} {true false} false
  581. ; enabled = false
  582. ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
  583. ;; Set this to a nonzero value to have remote admin use a different port
  584. ; port = 0
  585. ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
  586. ;; This password is required to make any XMLRPC call (should be set as
  587. ;; the "password" parameter)
  588. ; access_password = ""
  589. ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
  590. ;; List the IP addresses allowed to call RemoteAdmin
  591. ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
  592. ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
  593. ; access_ip_addresses =
  594. ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
  595. ;; set this variable to true if you want the create_region XmlRpc
  596. ;; call to unconditionally enable voice on all parcels for a newly
  597. ;; created region
  598. ; create_region_enable_voice = false
  599. ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
  600. ;; set this variable to false if you want the create_region XmlRpc
  601. ;; call to create all regions as private per default (can be
  602. ;; overridden in the XmlRpc call)
  603. ; create_region_public = false
  604. ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
  605. ;; enable only those methods you deem to be appropriate using a | delimited
  606. ;; whitelist.
  607. ;; For example:
  608. ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
  609. ;; if this parameter is not specified but enabled = true, all methods
  610. ;; will be available
  611. ; enabled_methods = all
  612. ;; specify the default appearance for an avatar created through the remote
  613. ;; admin interface
  614. ;; This will only take effect is the file specified by the
  615. ;; default_appearance setting below exists
  616. ; default_male = Default Male
  617. ; default_female = Default Female
  618. ;; Update appearance copies inventory items and wearables of default
  619. ;; avatars. if this value is false, just worn assets are copied to the
  620. ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
  621. ;; The receiver will wear the same items the default avatar did wear.
  622. ; copy_folders = false
  623. ;; Path to default appearance XML file that specifies the look of the
  624. ;; default avatars
  625. ; default_appearance = default_appearance.xml
  626. [Wind]
  627. ;# {enabled} {} {Enable wind module?} {true false} true
  628. ;; Enables the wind module.
  629. ; enabled = true
  630. ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
  631. ;; How often should wind be updated, as a function of world frames.
  632. ;; Approximately 50 frames a second
  633. ; wind_update_rate = 150
  634. ;; The Default Wind Plugin to load
  635. ; wind_plugin = SimpleRandomWind
  636. ;; These settings are specific to the ConfigurableWind plugin
  637. ;; To use ConfigurableWind as the default, simply change wind_plugin
  638. ;; to ConfigurableWind and uncomment the following.
  639. ; avg_strength = 5.0
  640. ; avg_direction = 0.0
  641. ; var_strength = 5.0
  642. ; var_direction = 30.0
  643. ; rate_change = 1.0
  644. ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
  645. ;; This setting is specific to the SimpleRandomWind plugin
  646. ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
  647. ; strength = 1.0
  648. [LightShare]
  649. ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
  650. ;; This enables the transmission of Windlight scenes to supporting clients,
  651. ;; such as the Meta7 viewer.
  652. ;; It has no ill effect on viewers which do not support server-side
  653. ;; windlight settings.
  654. ; enable_windlight = false
  655. [Materials]
  656. ;# {enable_materials} {} {Enable Materials support?} {true false} true
  657. ;; This enables the use of Materials.
  658. ; enable_materials = true
  659. ; MaxMaterialsPerTransaction = 50
  660. [DataSnapshot]
  661. ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
  662. ;; The following set of configs pertains to search.
  663. ;; Set index_sims to true to enable search engines to index your
  664. ;; searchable data.
  665. ;; If false, no data will be exposed, DataSnapshot module will be off,
  666. ;; and you can ignore the rest of these search-related configs.
  667. ; index_sims = false
  668. ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
  669. ;; The variable data_exposure controls what the regions expose:
  670. ;; minimum: exposes only things explicitly marked for search
  671. ;; all: exposes everything
  672. ; data_exposure = minimum
  673. ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
  674. ;; If search is on, change this to your grid name; will be ignored for
  675. ;; standalones
  676. ; gridname = "OSGrid"
  677. ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
  678. ;; Period between data snapshots, in seconds. 20 minutes, for starters,
  679. ;; so that you see the initial changes fast.
  680. ;; Later, you may want to increase this to 3600 (1 hour) or more
  681. ; default_snapshot_period = 1200
  682. ;; This will be created in bin, if it doesn't exist already. It will hold
  683. ;; the data snapshots.
  684. ; snapshot_cache_directory = "DataSnapshot"
  685. ;; [Supported, but obsolete]
  686. ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
  687. ; This semicolon-separated string serves to notify specific data services
  688. ; about the existence of this sim. Uncomment if you want to index your
  689. ; data with this and/or other search providers.
  690. ; data_services="http://metaverseink.com/cgi-bin/register.py"
  691. ;; New way of specifying data services, one per service
  692. ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
  693. [Economy]
  694. ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
  695. ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
  696. ; There is no intention to implement anything further in core OpenSimulator.
  697. ; This functionality has to be provided by third party modules.
  698. ;; Enables selling things for $0. Default is true.
  699. ; SellEnabled = true
  700. ;# {PriceUpload} {} {Price for uploading?} {} 0
  701. ;; Money Unit fee to upload textures, animations etc. Default is 0.
  702. ; PriceUpload = 0
  703. ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
  704. ;; Money Unit fee to create groups. Default is 0.
  705. ; PriceGroupCreate = 0
  706. [XEngine]
  707. ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
  708. ;; Enable this engine in this OpenSim instance
  709. ; Enabled = true
  710. ;; How many threads to keep alive even if nothing is happening
  711. ; MinThreads = 2
  712. ;; How many threads to start at maximum load
  713. ; MaxThreads = 100
  714. ;; Time a thread must be idle (in seconds) before it dies
  715. ; IdleTimeout = 60
  716. ;; llSetTimerEvent minimum value. Default 0.5s, 0.05s whould be more resonable
  717. ; MinTimerInterval = 0.5
  718. ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
  719. ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
  720. ;; "Highest")
  721. ; Priority = "BelowNormal"
  722. ;; Maximum number of events to queue for a script (excluding timers)
  723. ; MaxScriptEventQueue = 300
  724. ;; Stack size per script engine thread in bytes.
  725. ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
  726. ;; The trade-off may be increased memory usage by the script engine.
  727. ; ThreadStackSize = 262144
  728. ;; Set this to true to load each script into a separate
  729. ;; AppDomain.
  730. ;;
  731. ;; Setting this to false will load all script assemblies into the
  732. ;; current AppDomain, which will significantly improve script loading times.
  733. ;; It will also reduce initial per-script memory overhead.
  734. ;;
  735. ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
  736. ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
  737. ;; at this time some mono versions seem to have problems with the true option
  738. ;; so default is now false until a fix is found, to simply life of less technical skilled users.
  739. ;; this should only be a issue if regions stay alive for a long time with lots of scripts added or edited.
  740. ; AppDomainLoading = false
  741. ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
  742. ;; co-op will be more stable but this option is currently experimental.
  743. ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
  744. ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
  745. ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
  746. ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
  747. ;; Current valid values are "abort" and "co-op"
  748. ; ScriptStopStrategy = co-op
  749. ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
  750. ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
  751. ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
  752. ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
  753. ;; by scripts have changed.
  754. ; DeleteScriptsOnStartup = true
  755. ;# {CompactMemOnLoad} {} {compacts memory on each script load at startup?} {true false} false
  756. ;; forces calls to memory garbage collector before loading each script DLL during region startup.
  757. ;; Peak memory usage is reduced and region starts with a more compacted memory allocation.
  758. ;; But this costs a lot of time, so region load will take a lot longer.
  759. ;; it is more usefull if there are no previously compiled scripts DLLs (as with DeleteScriptsOnStartup = true)
  760. ;CompactMemOnLoad = false
  761. ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
  762. ;; Default language for scripts
  763. ; DefaultCompileLanguage = "lsl"
  764. ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
  765. ;; List of allowed languages (lsl,vb,cs)
  766. ;; AllowedCompilers=lsl,cs,vb
  767. ;; *warning*, non lsl languages have access to static methods such as
  768. ;; System.IO.File. Enable at your own risk.
  769. ; AllowedCompilers = "lsl"
  770. ;; Compile debug info (line numbers) into the script assemblies
  771. ; CompileWithDebugInformation = true
  772. ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section
  773. ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
  774. ;; Time a script can spend in an event handler before it is interrupted
  775. ; EventLimit = 30
  776. ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
  777. ;; If a script overruns it's event limit, kill the script?
  778. ; KillTimedOutScripts = false
  779. ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
  780. ;; Sets the multiplier for the scripting delays
  781. ; ScriptDelayFactor = 1.0
  782. ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
  783. ;; The factor the 10 m distances limits are multiplied by
  784. ; ScriptDistanceLimitFactor = 1.0
  785. ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
  786. ;; Maximum length of notecard line read
  787. ;; Increasing this to large values potentially opens
  788. ;; up the system to malicious scripters
  789. ; NotecardLineReadCharsMax = 255
  790. ;# {SensorMaxRange} {} {Sensor range} {} 96.0
  791. ;; Sensor settings
  792. ; SensorMaxRange = 96.0
  793. ;# {SensorMaxResults} {} {Max sensor results returned?} {}
  794. ; SensorMaxResults = 16
  795. ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
  796. ;; Disable underground movement of prims (default true); set to
  797. ;; false to allow script controlled underground positioning of
  798. ;; prims
  799. ; DisableUndergroundMovement = true
  800. ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
  801. ;; Path to script engine assemblies
  802. ;; Default is ./bin/ScriptEngines
  803. ; ScriptEnginesPath = "ScriptEngines"
  804. [OSSL]
  805. ;# {Include-osslEnable} {} {Include file for enabling and permissions for OSSL functions} {}
  806. ;; Optionally include file to enable OSSL functions and set permissions on who can use which.
  807. ;; If this INI file is not included, the OSSL functions are disabled.
  808. Include-osslEnable = "config-include/osslEnable.ini"
  809. [MRM]
  810. ;; Enables the Mini Region Modules Script Engine.
  811. ; Enabled = false
  812. ;; Runs MRM in a Security Sandbox
  813. ;; WARNING: DISABLING IS A SECURITY RISK.
  814. ; Sandboxed = true
  815. ;; The level sandbox to use, adjust at your OWN RISK.
  816. ;; Valid values are:
  817. ;; * FullTrust
  818. ;; * SkipVerification
  819. ;; * Execution
  820. ;; * Nothing
  821. ;; * LocalIntranet
  822. ;; * Internet
  823. ;; * Everything
  824. ; SandboxLevel = "Internet"
  825. ;; Only allow Region Owners to run MRMs
  826. ;; May represent a security risk if you disable this.
  827. ; OwnerOnly = true
  828. [FreeSwitchVoice]
  829. ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
  830. ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
  831. ; Enabled = false
  832. ;; You need to load a local service for a standalone, and a remote service
  833. ;; for a grid region. Use one of the lines below, as appropriate
  834. ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
  835. ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
  836. ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
  837. ;; If using a remote connector, specify the server URL
  838. ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
  839. [Groups]
  840. ;# {Enabled} {} {Enable groups?} {true false} false
  841. ;; Enables the groups module
  842. ; Enabled = false
  843. ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
  844. ;; Minimum user level required to create groups
  845. ; LevelGroupCreate = 0
  846. ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
  847. ;; The default module can use a PHP XmlRpc server from the Flotsam project at
  848. ;; http://code.google.com/p/flotsam/
  849. ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
  850. ; Module = Default
  851. ;; or... use Groups Module V2, which works for standalones and robust grids
  852. ; Module = "Groups Module V2"
  853. ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
  854. ; StorageProvider = OpenSim.Data.MySQL.dll
  855. ;# {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
  856. ;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
  857. ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
  858. ;; -- for Simian Groups use SimianGroupsServicesConnector
  859. ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
  860. ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
  861. ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
  862. ;; Note that the quotes "" around the words are important!
  863. ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
  864. ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
  865. ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
  866. ; LocalService = local
  867. ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
  868. ;; Used for V2 in Remote only.
  869. ; SecretKey = ""
  870. ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
  871. ;; URI for the groups services of this grid
  872. ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
  873. ;; or http://mygridserver.com:82/Grid/ for SimianGrid
  874. ;; or ${Const|BaseURL}:${Const|PrivatePort} for robust, V2
  875. ;; Leave it commented for standalones, V2
  876. ; GroupsServerURI = ""
  877. ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
  878. ;; Used for V2 in HG only. For example
  879. ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
  880. ;; If you have this set under [Startup], no need to set it here, leave it commented
  881. ; HomeURI = ""
  882. ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
  883. ; MessagingEnabled = true
  884. ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
  885. ; MessagingModule = GroupsMessagingModule
  886. ; or use "Groups Messaging Module V2" for Groups V2
  887. ; MessagingModule = "Groups Messaging Module V2"
  888. ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
  889. ;; Enable Group Notices
  890. ; NoticesEnabled = true
  891. ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
  892. ; Experimental option to only message online users rather than all users
  893. ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
  894. ; Applies Flotsam Group only. V2 has this always on, no other option
  895. ; MessageOnlineUsersOnly = false
  896. ;; This makes the Group module very chatty on the console.
  897. ; DebugEnabled = false
  898. ; This makes the Group Messaging module very chatty on the console.
  899. ; DebugMessagingEnabled = false
  900. ;; XmlRpc Security settings. These must match those set on your backend
  901. ;; groups service if the service is using these keys
  902. ; XmlRpcServiceReadKey = 1234
  903. ; XmlRpcServiceWriteKey = 1234
  904. [InterestManagement]
  905. ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
  906. ;; This section controls how state updates are prioritized for each client
  907. ;; Valid values are BestAvatarResponsiveness, Time, Distance,
  908. ;; SimpleAngularDistance, FrontBack
  909. ; UpdatePrioritizationScheme = BestAvatarResponsiveness
  910. ; TEST OPTION KEEP AS FALSE
  911. ; if true, don't send object updates if outside view range
  912. ; ObjectsCullingByDistance = false
  913. [MediaOnAPrim]
  914. ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
  915. ;; Enable media on a prim facilities
  916. ; Enabled = true;
  917. [NPC]
  918. ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
  919. ; Enabled = false
  920. ;; several options to control NPCs creation
  921. ;# {AllowNotOwned} {} {allow NPCs to be created not Owned} {true false} true
  922. ;; allow NPCs to be created not Owned {true false} default: true
  923. ; AllowNotOwned = true
  924. ;# {AllowSenseAsAvatar} {} {allow NPCs to set to be sensed as Avatars} {true false} true
  925. ;; allow NPCs to set to be sensed as Avatars {true false} default: true
  926. ; AllowSenseAsAvatar = true
  927. ;# {AllowCloneOtherAvatars} {} {allow NPCs to created cloning any avatar in region} {true false} true
  928. ;; allow NPCs to created cloning any avatar in region {true false} default: true
  929. ; AllowCloneOtherAvatars = true
  930. ;# {NoNPCGroup} {} {if true NPCs will have no group title, if false display "- NPC -"} {true false} true
  931. ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
  932. ; NoNPCGroup = true
  933. [Terrain]
  934. ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
  935. ; InitialTerrain = "pinhead-island"
  936. [LandManagement]
  937. ;; set this to false to not display parcel ban lines
  938. ;ShowParcelBansLines = true
  939. [UserProfiles]
  940. ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
  941. ;; Set the value of the url to your UserProfilesService
  942. ;; If un-set / "" the module is disabled
  943. ;; ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}
  944. ;# {AllowUserProfileWebURLs} {} {allow user profiles web urls} {true false} true
  945. ;; set this to false to prevent your users to be sent to unknown
  946. ;; web sites by other users on their profiles
  947. ; AllowUserProfileWebURLs = true
  948. [XBakes]
  949. ;# {URL} {} {Set URL for Baked texture service} {}
  950. ;; Sets the URL for the baked texture ROBUST service.
  951. ;; Disabled when unset.
  952. ;; URL = ${Const|BaseURL}:${Const|PrivatePort}
  953. ;;
  954. ;; Optional module to highlight God names in the viewer.
  955. ;; Uncomment and customize appropriately if you want this behavior.
  956. ;;
  957. ;[GodNames]
  958. ; Enabled = false
  959. ; FullNames = "Test User, Foo Bar"
  960. ; Surnames = "Kryztlsk"
  961. [Architecture]
  962. ;# {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
  963. ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
  964. ;; uncomment Include-Architecture = "config-include/Standalone.ini"
  965. ;;
  966. ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
  967. ;; that the referenced .ini file goes on to include.
  968. ;;
  969. ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
  970. ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
  971. ;; editing it to set the database and backend services that OpenSim will use.
  972. ;;
  973. ; Include-Architecture = "config-include/Standalone.ini"
  974. ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
  975. ; Include-Architecture = "config-include/Grid.ini"
  976. ; Include-Architecture = "config-include/GridHypergrid.ini"
  977. ; Include-Architecture = "config-include/SimianGrid.ini"
  978. ; Include-Architecture = "config-include/HyperSimianGrid.ini"