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