OpenSim.ini.example 37 KB

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  1. [Startup]
  2. ; Set this to true if you want to log crashes to disk
  3. ; this can be useful when submitting bug reports.
  4. save_crashes = false
  5. ; Directory to save crashes to if above is enabled
  6. ; (eg default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
  7. crash_dir = "crashes"
  8. ; Set this to true if you are connecting your OpenSimulator regions to a grid
  9. ; Set this to false if you are running OpenSimulator in standalone mode
  10. gridmode = false
  11. startup_console_commands_file = "startup_commands.txt"
  12. shutdown_console_commands_file = "shutdown_commands.txt"
  13. ; To run a script every few minutes, set the script filename here
  14. ; timer_Script = "filename"
  15. ; ##
  16. ; ## CLIENTS
  17. ; ##
  18. ; Enables EventQueueGet Service.
  19. EventQueue = true
  20. ; Set this to the DLL containig the client stack to use.
  21. clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
  22. ; ##
  23. ; ## REGIONS
  24. ; ##
  25. ; Determine where OpenSimulator looks for the files which tell it which regions to server
  26. ; Defaults to "filesystem" if this setting isn't present
  27. region_info_source = "filesystem"
  28. ; region_info_source = "web"
  29. ; Determines where the region XML files are stored if you are loading these from the filesystem.
  30. ; Defaults to bin/Regions in your OpenSimulator installation directory
  31. ; regionload_regionsdir="C:\somewhere\xmlfiles\"
  32. ; Determines the page from which regions xml is retrieved if you are loading these from the web
  33. ; The XML here has the same format as it does on the filesystem (including the <Root> tag),
  34. ; except that everything is also enclosed in a <Regions> tag.
  35. ; regionload_webserver_url = "http://example.com/regions.xml";
  36. ; Draw objects on maptile. This step might take a long time if you've got a huge amount of
  37. ; objects, so you can turn it off here if you'd like.
  38. DrawPrimOnMapTile = true
  39. ; Use terrain texture for maptiles if true, use shaded green if false
  40. TextureOnMapTile = false
  41. ; Maximum total size, and maximum size where a prim can be physical
  42. NonPhysicalPrimMax = 256
  43. PhysicalPrimMax = 10
  44. ClampPrimSize = false
  45. ; Region crossing
  46. AllowScriptCrossing = false
  47. ; If you set this to "true", any region that can teleport to you can
  48. ; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
  49. ; YOU HAVE BEEN WARNED!!!
  50. TrustBinaries = false
  51. ; ##
  52. ; ## STORAGE
  53. ; ##
  54. ; *** Prim Storage - only leave one storage_plugin uncommented ***
  55. ; --- Null stores nothing - effectively disabling persistence:
  56. ;storage_plugin = "OpenSim.Data.Null.dll"
  57. ; --- To use sqlite as region storage:
  58. storage_plugin = "OpenSim.Data.SQLite.dll"
  59. storage_connection_string="URI=file:OpenSim.db,version=3";
  60. ; --- To use MySQL storage, supply your own connectionstring (this is only an example):
  61. ; note that the supplied account needs create privilegies if you want it to auto-create needed tables.
  62. ; storage_plugin="OpenSim.Data.MySQL.dll"
  63. ; storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
  64. ; If you want to use a different database/server for estate data, then
  65. ; uncomment and change this connect string. Defaults to the above if not set
  66. ; estate_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
  67. ; Select whether you want to use local or grid asset storage.
  68. ;
  69. ; If you're running in standalone, you definitely want local, since there is no grid (hence this is redundant, and should
  70. ; really be eliminated). The database itself is defined in asset_plugin below
  71. ;
  72. ; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
  73. ; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
  74. ; locally. This will mean you won't be able to take items using your assets to other people's regions.
  75. asset_database = "local"
  76. ;asset_database = "grid"
  77. ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
  78. ; prevent frequently changing objects from heavily loading the region data store.
  79. ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
  80. ;
  81. ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
  82. MinimumTimeBeforePersistenceConsidered = 60
  83. ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
  84. MaximumTimeBeforePersistenceConsidered = 600
  85. ; Should avatars in neighbor sims see objects in this sim?
  86. see_into_this_sim_from_neighbor = True
  87. ; ##
  88. ; ## PHYSICS
  89. ; ##
  90. ; 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.
  91. physical_prim = true
  92. ; Select a mesher here. ZeroMesher is save and fast.
  93. ; ZeroMesher also means that the physics engine models the physics of prims
  94. ; sticking to the basic shapes the engine does support. Usually this is only a box.
  95. ; Meshmerizer gives a better handling of complex prims by using triangle meshes.
  96. ; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
  97. ;
  98. meshing = ZeroMesher
  99. ;meshing = Meshmerizer
  100. ; Choose one of the physics engines below
  101. physics = basicphysics
  102. ;physics = POS
  103. ;physics = OpenDynamicsEngine
  104. ;physics = modified_BulletX
  105. ; ##
  106. ; ## PERMISSIONS
  107. ; ##
  108. ;permissionmodules = "DefaultPermissionsModule"
  109. ; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
  110. ; any item, etc. This may not yet be implemented uniformally.
  111. ; If set to true, then all permissions checks are carried out
  112. ; Default is false
  113. serverside_object_permissions = false
  114. allow_grid_gods = false
  115. ; This allows somne control over permissions
  116. ; please note that this still doesn't duplicate SL, and is not intended to
  117. ;region_owner_is_god = true
  118. ;parcel_owner_is_god = true
  119. ; Control user types that are allowed to create new scripts
  120. ; Only enforced if serviceside_object_permissions is true
  121. ;
  122. ; Current possible values are
  123. ; all - anyone can create scripts (subject to normal permissions)
  124. ; gods - only administrators can create scripts (as long as allow_grid_gods is true)
  125. ; Default value is all
  126. ; allowed_script_creators = all
  127. ; Control user types that are allowed to edit (save) scripts
  128. ; Only enforced if serviceside_object_permissions is true
  129. ;
  130. ; Current possible values are
  131. ; all - anyone can edit scripts (subject to normal permissions)
  132. ; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
  133. ; Default value is all
  134. ; allowed_script_editors = all
  135. ; ##
  136. ; ## SCRIPT ENGINE
  137. ; ##
  138. ;DefaultScriptEngine = "ScriptEngine.DotNetEngine"
  139. DefaultScriptEngine = "XEngine"
  140. ; ##
  141. ; ## WORLD MAP
  142. ; ##
  143. ;WorldMapModule = "WorldMap"
  144. ;MapImageModule = "MapImageModule"
  145. [Communications]
  146. ;InterregionComms = "LocalComms"
  147. InterregionComms = "RESTComms"
  148. [StandAlone]
  149. accounts_authenticate = true
  150. welcome_message = "Welcome to OpenSim"
  151. ; Asset database provider
  152. asset_plugin = "OpenSim.Data.SQLite.dll"
  153. ; asset_plugin = "OpenSim.Data.MySQL.dll" ; for mysql
  154. ; asset_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
  155. ; the Asset DB source. This only works for sqlite, mysql, and nhibernate for now
  156. ; Asset Source SQLite example
  157. ; asset_source = "URI=file:Asset.db,version=3"
  158. ; Asset Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
  159. ; asset_source = "SQLiteDialect;SqliteClientDriver;URI=file:Asset.db,version=3"
  160. ; Asset Source MySQL example
  161. ;asset_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
  162. ; Inventory database provider
  163. inventory_plugin = "OpenSim.Data.SQLite.dll"
  164. ; inventory_plugin = "OpenSim.Data.MySQL.dll"
  165. ; inventory_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
  166. ; Inventory Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
  167. ; inventory_source = "SQLiteDialect;SqliteClientDriver;URI=file:Inventory.db,version=3"
  168. ; Inventory Source MySQL example
  169. ;inventory_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
  170. ; User Data Database provider
  171. ;
  172. ; Multiple providers can be specified by separating them with commas (whitespace is unimportant)
  173. ; If multiple providers are specified then if a profile is requested, each is queried until one
  174. ; provides a valid profile, or until all providers have been queried.
  175. ; Unfortunately the order of querying is currently undefined (it may not be the order in which
  176. ; providers are specified here). This needs to be fixed
  177. ;
  178. userDatabase_plugin = "OpenSim.Data.SQLite.dll"
  179. ; userDatabase_plugin = "OpenSim.Data.MySQL.dll"
  180. ; userDatabase_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
  181. ; User Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING)
  182. ; user_source = "SQLiteDialect;SqliteClientDriver;URI=file:User.db,version=3"
  183. ; User Source MySQL example
  184. ;user_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
  185. ; Specifies the location and filename of the default inventory library control file. The path can be relative or absolute
  186. ; Default is ./inventory/Libraries.xml
  187. ;LibrariesXMLFile="./inventory/Libraries.xml"
  188. ; Specifies the location and filename of the inventory library assets control file. The path can be relative or absolute
  189. ; Setting is optional. Default is ./assets/AssetSets.xml
  190. ;AssetSetsXMLFile="./assets/AssetSets.xml"
  191. dump_assets_to_file = false
  192. [Network]
  193. http_listener_port = 9000
  194. remoting_listener_port = 8895
  195. default_location_x = 1000
  196. default_location_y = 1000
  197. ; ssl config: Experimental! The auto https config only really works definately on windows XP now
  198. ; you need a Cert Request/Signed pair installed in the MY store with the CN specified below
  199. ; you can use https on other platforms, but you'll need to configure the httpapi yourself for now
  200. http_listener_ssl = false ; Also create a SSL server
  201. http_listener_cn = "localhost" ; Use the cert with the common name
  202. http_listener_sslport = 9001 ; Use this port for SSL connections
  203. http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer
  204. ; Uncomment below to enable llRemoteData/remote channels
  205. ; remoteDataPort = 20800
  206. grid_server_url = "http://127.0.0.1:8001"
  207. grid_send_key = "null"
  208. grid_recv_key = "null"
  209. user_server_url = "http://127.0.0.1:8002"
  210. user_send_key = "null"
  211. user_recv_key = "null"
  212. asset_server_url = "http://127.0.0.1:8003"
  213. inventory_server_url = "http://127.0.0.1:8004"
  214. ; The MessagingServer is a companion of the UserServer. It uses
  215. ; user_send_key and user_recv_key, too
  216. messaging_server_url = "http://127.0.0.1:8006"
  217. [ClientStack.LindenUDP]
  218. ; This is the multiplier applied to all client throttles for outgoing UDP network data
  219. ; If it is set to 1, then we obey the throttle settings as given to us by the client. If it is set to 3, for example, then we
  220. ; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we
  221. ; will actually push down data at a maximum rate of 750 kilobits per second).
  222. ;
  223. ; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster
  224. ; than its UI allows the setting to go. This may be okay in some situations, such as standalone OpenSim
  225. ; applications on a LAN. However, the greater the multipler, the higher the risk of packet drop, resulting
  226. ; in symptoms such as missing terrain or objects. A much better solution is to change the client UI to allow
  227. ; higher network bandwidth settings directly, though this isn't always possible.
  228. ;
  229. ; Currently this setting is 2 by default because we currently send much more texture data than is strictly
  230. ; necessary. A setting of 1 could result in slow texture transfer. This will be fixed when the transfer
  231. ; of textures at different levels of quality is improved.
  232. ;
  233. ; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter
  234. ; unexpected difficulties
  235. client_throttle_multiplier = 2;
  236. [Chat]
  237. whisper_distance = 10
  238. say_distance = 30
  239. shout_distance = 100
  240. [ODEPhysicsSettings]
  241. ;##
  242. ;## World Settings
  243. ;##
  244. ;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s
  245. world_gravityx = 0
  246. world_gravityy = 0
  247. world_gravityz = -9.8
  248. ; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
  249. ; reference: fps = (0.09375/ODE_STEPSIZE) * 1000;
  250. world_stepsize = 0.020
  251. world_internal_steps_without_collisions = 10
  252. ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
  253. world_hashspace_size_low = -4
  254. world_hashSpace_size_high = 128
  255. ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
  256. meters_in_small_space = 29.9
  257. small_hashspace_size_low = -4
  258. small_hashspace_size_high = 66
  259. ; ##
  260. ; ## Contact properties. (the stuff that happens when things come in contact with each other)
  261. ; ##
  262. ; surface layer around geometries other geometries can sink into before generating a contact
  263. world_contact_surface_layer = 0.001
  264. ; Filtering Collisions helps keep things stable physics wise, but sometimes
  265. ; it can be over zealous. If you notice bouncing, chances are it's being just
  266. ; that
  267. filter_collisions = true
  268. ; Non Moving Terrain Contact (avatar isn't moving)
  269. nm_terraincontact_friction = 255.0
  270. nm_terraincontact_bounce = 0.1
  271. nm_terraincontact_erp = 0.1025
  272. ; Moving Terrain Contact (avatar is moving)
  273. m_terraincontact_friction = 75.0
  274. m_terraincontact_bounce = 0.05
  275. m_terrainContact_erp = 0.05025
  276. ; Moving Avatar to object Contact
  277. m_avatarobjectcontact_friction = 75.0
  278. m_avatarobjectcontact_bounce = 0.1
  279. ; Object to Object Contact and Non-Moving Avatar to object
  280. objectcontact_friction = 250.0
  281. objectcontact_bounce = 0.2
  282. ; ##
  283. ; ## Avatar Control
  284. ; ##
  285. ; PID Controller Settings. These affect the math that causes the avatar to reach the
  286. ; desired velocity
  287. ; See http://en.wikipedia.org/wiki/PID_controller
  288. av_pid_derivative_linux = 2200.0
  289. av_pid_proportional_linux = 900.0;
  290. av_pid_derivative_win = 2200.0
  291. av_pid_proportional_win = 900.0;
  292. ;girth of the avatar. Adds radius to the height also
  293. av_capsule_radius = 0.37
  294. ; Max force permissible to use to keep the avatar standing up straight
  295. av_capsule_standup_tensor_win = 550000
  296. av_capsule_standup_tensor_linux = 550000
  297. ; used to calculate mass of avatar.
  298. ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
  299. ; av_density * AVvolume;
  300. av_density = 80
  301. ; use this value to cut 52% of the height the sim gives us
  302. av_height_fudge_factor = 0.52
  303. ; Movement. Smaller is faster.
  304. ; speed of movement with Always Run off
  305. av_movement_divisor_walk = 1.3
  306. ; speed of movement with Always Run on
  307. av_movement_divisor_run = 0.8
  308. ; ##
  309. ; ## Object options
  310. ; ##
  311. ; used in the mass calculation.
  312. geometry_default_density = 10.000006836
  313. ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
  314. body_frames_auto_disable = 20
  315. ; used to control llMove2Target
  316. body_pid_derivative = 35
  317. body_pid_gain = 25
  318. ; amount of time a geom/body will try to cross a region border before it gets disabled
  319. geom_crossing_faiures_before_outofbounds = 5
  320. ; start throttling the object updates if object comes in contact with 3 or more other objects
  321. geom_contactpoints_start_throttling = 3
  322. ; send 1 update for every x updates below when throttled
  323. geom_updates_before_throttled_update = 15
  324. ; Used for llSetStatus. How rigid the object rotation is held on the axis specified
  325. body_motor_joint_maxforce_tensor_linux = 5
  326. body_motor_joint_maxforce_tensor_win = 5
  327. ; ##
  328. ; ## Sculpted Prim settings
  329. ; ##
  330. ; Do we want to mesh sculpted prim to collide like they look?
  331. mesh_sculpted_prim = true
  332. ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
  333. mesh_lod = 32
  334. ; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
  335. mesh_physical_lod = 16
  336. ; ##
  337. ; ## Physics logging settings - logfiles are saved to *.DIF files
  338. ; ##
  339. ;physics_logging = true
  340. ;; every n simulation iterations, the physics snapshot file is updated
  341. ;physics_logging_interval = 50
  342. ;; append to existing physics logfile, or overwrite existing logfiles?
  343. ;physics_logging_append_existing_logfile = true
  344. ; ##
  345. ; ## Joint support
  346. ; ##
  347. ; if you would like physics joints to be enabled through a special naming convention in the client, set this to true. (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
  348. ;use_NINJA_physics_joints = true
  349. [RemoteAdmin]
  350. enabled = false
  351. access_password = unknown
  352. ; the create_region XmlRpc call uses region_file_template to generate
  353. ; the file name of newly create regions (if they are created
  354. ; persistent). the parameter available are:
  355. ; {0} - X location
  356. ; {1} - Y location
  357. ; {2} - region UUID
  358. ; {3} - region port
  359. ; {4} - region name with " ", ":", "/" mapped to "_"
  360. region_file_template = "{0}x{1}-{2}.xml"
  361. ; we can limit the number of regions that XmlRpcCreateRegion will
  362. ;allow by setting this to a positive, non-0 number: as long as the
  363. ;number of regions is below region_limits, XmlRpcCreateRegion will
  364. ;succeed. setting region_limits to 0 disables the check.
  365. ;region_limits = 0
  366. [RestPlugins]
  367. ; Change this to true to enable REST Plugins. This must be true if you wish to use
  368. ; REST Region or REST Asset and Inventory Plugins
  369. enabled = false
  370. god_key = SECRET
  371. prefix = /admin
  372. [RestRegionPlugin]
  373. ; Change this to true to enable the REST Region Plugin
  374. enabled = false
  375. [RestHandler]
  376. ; Change this to true to enable the REST Asset and Inventory Plugin
  377. enabled = false
  378. authenticate=true
  379. secured=true
  380. extended-escape=true
  381. realm=OpenSim REST
  382. dump-asset=false
  383. path-fill=true
  384. dump-line-size=32
  385. flush-on-error=true
  386. ; Uncomment the following for IRC bridge
  387. ; experimental, so if it breaks... keep both parts... yada yada
  388. ; also, not good error detection when it fails
  389. ;[IRC]
  390. ;enabled = true ; you need to set this otherwise it won't connect
  391. ;server = name.of.irc.server.on.the.net
  392. ;nick = OpenSimBotNameProbablyMakeThisShorter
  393. ;channel = #the_irc_channel_you_want_to_connect_to
  394. ;port = 6667
  395. ;; channel to listen for configuration commands
  396. ;commands_enabled = false
  397. ;command_channel = 2777
  398. ;report_clients = true
  399. ;; relay private chat connections
  400. ;; relay_private_channels = true: will relay IRC chat from/to private in-world channels
  401. ;; relay_private_channel_out -- channel to send messages out to the IRC bridge
  402. ;; relay_private_channel_in -- channel to receive message from the IRC bridge
  403. ;; relay_chat = false: IRC bridge will not relay normal chat
  404. ;; access_password -- simple security device
  405. ;;
  406. ;; so, to just relay chat from an IRC channel to in-world region and vice versa:
  407. ;;
  408. ;; relay_private_channels = false
  409. ;; relay_chat = true
  410. ;;
  411. ;; to relay chat only to/from private in-world channels:
  412. ;;
  413. ;; relay_chat = false
  414. ;; relay_private_channels = true
  415. ;; relay_private_channel_in = 2226
  416. ;; relay_private_channel_out = 2225
  417. ;;
  418. ;; in this example, all chat coming in from IRC will be send out via
  419. ;; in-world channel 2226, and all chat from in-world channel 2225 will
  420. ;; be relayed to the IRC channel.
  421. ;;
  422. ;relay_private_channels = false
  423. ;relay_private_channel_in = 2226
  424. ;relay_private_channel_out = 2225
  425. ;relay_chat = true
  426. ;access_password = foobar
  427. ;fallback_region = name of "default" region
  428. ;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
  429. ; must start with "PRIVMSG {0} : " or irc server will get upset
  430. ;for <bot>:<user in region> :<message>
  431. ;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
  432. ;for <bot>:<message> - <user of region> :
  433. msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
  434. ;for <bot>:<message> - from <user> :
  435. ;msgformat = "PRIVMSG {0} : {3} - from {1}"
  436. ; work-in-progress IRCBridge capabable of supporting multiple IRC channels
  437. ; [XIRC]
  438. ; enabled = false
  439. ; Uncomment the following for experiment in world versioning
  440. ; support. This is so experimental at this point that I'm not going
  441. ; to explain it further, you'll need to read the source code
  442. ;[CMS]
  443. ;enabled = true
  444. ;channel = 345
  445. [Voice]
  446. ; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs
  447. enabled = false
  448. ; This is not supported by the SLViewer right now and
  449. ; hardcoded within the SL Viewer. Maybe it will be
  450. ; changed in future. :-)
  451. account_management_server = https://www.bhr.vivox.com/api2
  452. ; Global SIP Server for conference calls
  453. sip_domain = testserver.com
  454. [AsteriskVoice]
  455. ; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs
  456. enabled = false
  457. ; SIP account server domain
  458. sip_domain = testserver.com
  459. ; SIP conf server domain
  460. conf_domain = testserver.com
  461. ; URL of the asterisk opensim frontend
  462. asterisk_frontend = http://testserver.com:49153/
  463. ; password for the asterisk frontend XmlRpc calls
  464. asterisk_password = bah-humbug
  465. ; timeout for XmlRpc calls to asterisk front end (in ms)
  466. asterisk_timeout = 3000
  467. ; salt for asterisk nonces
  468. asterisk_salt = paluempalum
  469. ; Uncomment the following to control the progression of daytime
  470. ; in the Sim. The defaults are what is shown below
  471. ;[Sun]
  472. ; number of wall clock hours for an opensim day. 24.0 would mean realtime
  473. ;day_length = 4
  474. ; Year length in days
  475. ;year_length = 60
  476. ; Day to Night Ratio
  477. ;day_night_offset = 0.45
  478. ; send a Sun update every update_interval # of frames. A lower number will
  479. ; make for smoother sun transition at the cost of network
  480. ;update_interval = 100
  481. [ScriptEngine.DotNetEngine]
  482. Enabled = true
  483. ScriptDelayFactor = 1.0
  484. ScriptDistanceLimitFactor = 1.0
  485. ;
  486. ; These settings are specific to DotNetEngine script engine
  487. ; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file.
  488. ;
  489. ; When a script receives an event the event is queued.
  490. ; Any free thread will start executing this event. One script can only have one event executed simultaneously.
  491. ; 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.
  492. ; Same if you have 10 threads, then only 10 scripts can be run simultaneously.
  493. ; But because most scripts exit after their task, the threads are free to go on to the next script.
  494. ; Refresh ScriptEngine config options (these settings) every xx seconds
  495. ; 0 = Do not refresh
  496. ; Set it to number of seconds between refresh, for example 30.
  497. ; Will allow you to change ScriptEngine settings while server is running just by using "CONFIG SET" on console
  498. ; For example to increase or decrease number of threads: CONFIG SET NumberOfScriptThreads 10
  499. ; NOTE! Disabled for now. Feature does not work.
  500. RefreshConfig=0
  501. ; Number of threads to use for script event execution
  502. ; Threads are shared across all regions
  503. NumberOfScriptThreads=2
  504. ; Script event execution thread priority inside application.
  505. ; Valid values: Lowest, BelowNormal, Normal, AboveNormal, Highest
  506. ScriptThreadPriority=BelowNormal
  507. ; How long MAX should a script event be allowed to run (per event execution)?
  508. ; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function
  509. ; There is also a small speed penalty for every kill that is made
  510. MaxEventExecutionTimeMs=5000
  511. ; Should we enable the max script event execution thread to look for scripts that exceed their timeslice?
  512. EnforceMaxEventExecutionTime=true
  513. ; Should we stop the script completely when time exceeds?
  514. ; This is useful if you have a high <MaxEventExecutionTimeMs> and want to deactivate scripts that go wrong
  515. ; Note that for example physics engine can slow down the system and make scripts spend more time
  516. DeactivateScriptOnTimeout=false
  517. ; If no scripts have executed in this pass how long should we sleep before checking again
  518. ; Impact:
  519. ; Too low and you will waste lots of CPU
  520. ; Too high and people touching object or similar will have to wait up to this amount of time before script responding
  521. SleepTimeIfNoScriptExecutionMs=50
  522. ; AppDomains are used for two things:
  523. ; * Security: Scripts inside AppDomains are limited in permissions.
  524. ; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded.
  525. ; AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims).
  526. ; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
  527. ScriptsPerAppDomain=1
  528. ; MaintenanceLoop
  529. ; How often to run maintenance loop
  530. ; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time
  531. MaintenanceLoopms=50
  532. ; How many maintenanceloops between each of these.
  533. ; (if 2 then function will be executed every MaintenanceLoopms*2 ms)
  534. ; Script loading/unloading
  535. ; How long load/unload thread should sleep if there is nothing to do
  536. ; Higher value makes it respond slower when scripts are added/removed from prims
  537. ; But once active it will process all in queue before sleeping again
  538. MaintenanceLoopTicks_ScriptLoadUnload=1
  539. ; Other tasks
  540. ; check if we need to reload config, adjust running config and enforce max execution time
  541. MaintenanceLoopTicks_Other=10
  542. ; Allow the use of os* functions (some are dangerous)
  543. AllowOSFunctions = true
  544. ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
  545. OSFunctionThreatLevel = Low
  546. ; Maximum number of items in load/unload queue before we start rejecting loads
  547. ; Note that we will only be rejecting load. Unloads will still be able to queue.
  548. LoadUnloadMaxQueueSize=100
  549. ; Maximum number of (LSL) events that can be queued before new events are ignored.
  550. EventExecutionMaxQueueSize=300
  551. ; Async LL command sleep
  552. ; If no async LL commands are waiting, how long should thread sleep before checking again
  553. ; Async LL commands are LSL-commands that causes an event to be fired back with result
  554. AsyncLLCommandLoopms=50
  555. ; 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
  556. WriteScriptSourceToDebugFile=true
  557. ; Specify default script compiler
  558. ; 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
  559. ; Valid languages are: lsl, cs, js and vb
  560. DefaultCompileLanguage=lsl
  561. ; Specify what compilers are allowed to be used
  562. ; Note vb only works on Windows for now (Mono lacks VB compile support)
  563. ; Valid languages are: lsl, cs, js and vb
  564. ; AllowedCompilers=lsl,cs,js,vb. *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk.
  565. AllowedCompilers=lsl
  566. ; Compile scripts with debugging
  567. ; Probably a thousand times slower, but gives you a line number when something goes wrong.
  568. CompileWithDebugInformation=true
  569. ; Remove old scripts on next startup
  570. CleanUpOldScriptsOnStartup=true
  571. [LL-Functions]
  572. ; Set the following to true to allow administrator owned scripts to execute console commands
  573. AllowosConsoleCommand=false
  574. AllowGodFunctions = false
  575. ; Maximum number of llListen events we allow per script
  576. ; Set this to 0 to have no limit imposed.
  577. max_listens_per_script = 64
  578. [DataSnapshot]
  579. ; The following set of configs pertains to search.
  580. ; Set index_sims to true to enable search engines to index your searchable data
  581. ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
  582. index_sims = false
  583. ; The variable data_exposure controls what the regions expose:
  584. ; minimum: exposes only things explicitly marked for search
  585. ; all: exposes everything
  586. data_exposure = minimum
  587. ; If search is on, change this to your grid name; will be ignored for standalones
  588. gridname = "OSGrid"
  589. ; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.
  590. ; Later, you may want to increase this to 3600 (1 hour) or more
  591. default_snapshot_period = 1200
  592. ; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
  593. snapshot_cache_directory = "DataSnapshot"
  594. ; This semicolon-separated string serves to notify specific data services about the existence
  595. ; of this sim. Uncomment if you want to index your data with this and/or other search providers.
  596. ;data_services="http://metaverseink.com/cgi-bin/register.py"
  597. [Economy]
  598. ; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only -
  599. ; In grid mode, use this currency XMLRPC server. Leave blank for normal functionality
  600. CurrencyServer = ""
  601. ; "http://192.168.1.127/currency.php"
  602. ; In grid mode, this is the land XMLRPC server. Leave blank for normal functionality
  603. LandServer = ""
  604. ;"http://192.168.1.127/landtool.php"
  605. ; 45000 is the highest value that the sim could possibly report because of protocol constraints
  606. ObjectCapacity = 45000
  607. ; Money Unit fee to upload textures, animations etc
  608. PriceUpload = 0
  609. ; Money Unit fee to create groups
  610. PriceGroupCreate = 0
  611. ; This is the account Money goes to for fees. Remember, economy requires that money circulates somewhere... even if it's an upload fee
  612. EconomyBaseAccount = 00000000-0000-0000-0000-000000000000
  613. ; This is the type of user that will pay fees.
  614. ; Set this to 2 for users, estate managers and Estate Owners
  615. ; Set this to 1 for Users and Estate Managers
  616. ; Set this to 0 for Users only.
  617. ; -1 disables
  618. UserLevelPaysFees = -1
  619. ; Amount to give to user as a stipend
  620. UserStipend = 1000
  621. ; When a user gets low on money units and logs off, then logs back on, issue a new stipend if they have less money units then this
  622. ; amount. Be aware that the account money isn't stored anywhere so users will get a stipend if you restart the simulator
  623. IssueStipendWhenClientIsBelowAmount = 10
  624. ; If this is true, the simulator will remember account balances until the simulator is shutdown or restarted.
  625. KeepMoneyAcrossLogins = true
  626. ; We don't really know what the rest of these values do. These get sent to the client
  627. ; These taken from Agni at a Public Telehub. Change at your own risk.
  628. ObjectCount = 0
  629. PriceEnergyUnit = 100
  630. PriceObjectClaim = 10
  631. PricePublicObjectDecay = 4
  632. PricePublicObjectDelete = 4
  633. PriceParcelClaim = 1
  634. PriceParcelClaimFactor = 1
  635. PriceRentLight = 5
  636. TeleportMinPrice = 2
  637. TeleportPriceExponent = 2
  638. EnergyEfficiency = 1
  639. PriceObjectRent = 1
  640. PriceObjectScaleFactor = 10
  641. PriceParcelRent = 1
  642. [SVN]
  643. Enabled = false
  644. Directory = SVNmodule\repo
  645. URL = "svn://your.repo.here/"
  646. Username = "user"
  647. Password = "password"
  648. ImportOnStartup = false
  649. Autosave = false
  650. AutoSavePeriod = 15 ; Number of minutes between autosave backups
  651. [XEngine]
  652. ; Enable this engine in this OpenSim instance
  653. Enabled = true
  654. ; How many threads to keep alive even if nothing is happening
  655. MinThreads = 2
  656. ; How many threads to start at maximum load
  657. MaxThreads = 100
  658. ; Time a thread must be idle (in seconds) before it dies
  659. IdleTimeout = 60
  660. ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
  661. Priority = "BelowNormal"
  662. ; Maximum number of events to queue for a script (excluding timers)
  663. MaxScriptEventQueue = 300
  664. ; Stack size per thread created
  665. ThreadStackSize = 262144
  666. ; Rate to poll for asynchronous command replies (ms)
  667. AsyncLLCommandLoopms = 50
  668. ; Save the source of all compiled scripts
  669. WriteScriptSourceToDebugFile = false
  670. ; Default language for scripts
  671. DefaultCompileLanguage = lsl
  672. ; List of allowed languages (lsl,vb,js,cs)
  673. ; AllowedCompilers=lsl,cs,js,vb.
  674. ; *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk.
  675. AllowedCompilers=lsl
  676. ; Compile debug info (line numbers) into the script assemblies
  677. CompileWithDebugInformation = true
  678. ; Allow the use of os* functions (some are dangerous)
  679. AllowOSFunctions = false
  680. ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
  681. OSFunctionThreatLevel = VeryLow
  682. ; Interval (s) between background save of script states
  683. SaveInterval = 120
  684. ; Interval (s) between maintenance runs (0 = disable)
  685. MaintenanceInterval = 10
  686. ; Time a script can spend in an event handler before it is interrupted
  687. EventLimit = 30
  688. ; If a script overruns it's event limit, kill the script?
  689. KillTimedOutScripts = false
  690. ; Sets the multiplier for the scripting delays
  691. ScriptDelayFactor = 1.0
  692. ; The factor the 10 m distances llimits are multiplied by
  693. ScriptDistanceLimitFactor = 1.0
  694. ; OS Functions enable/disable
  695. ; For each function, you can add one line, as shown
  696. ; The default for all functions allows them if below threat level
  697. ; true allows the use of the function unconditionally
  698. ; Allow_osSetRegionWaterHeight = true
  699. ; false disables the function completely
  700. ; Allow_osSetRegionWaterHeight = false
  701. ; Comma separated list of UUIDS allows the function for that list of UUIDS
  702. ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
  703. ; Allow for llCreateLink and llBreakLink to work without asking for permission
  704. ; only enable this in a trusted environment otherwise you may be subject to hijacking
  705. ; AutomaticLinkPermission = false
  706. [GridInfo]
  707. ; These settings are used to return information on a get_grid_info call.
  708. ; Client launcher scripts and third-party clients make use of this to
  709. ; autoconfigure the client and to provide a nice user experience. If you
  710. ; want to facilitate that, you should configure the settings here according
  711. ; to your grid or standalone setup.
  712. ;
  713. ; See http://opensimulator.org/wiki/GridInfo
  714. ; login uri: for grid this is the user server URI
  715. login = http://127.0.0.1:9000/
  716. ; long grid name: the long name of your grid
  717. gridname = "the lost continent of hippo"
  718. ; short grid name: the short name of your grid
  719. gridnick = "hippogrid"
  720. ; login page: optional: if it exists it will be used to tell the client to use
  721. ; this as splash page
  722. welcome = http://127.0.0.1/welcome
  723. ; helper uri: optional: if it exists if will be used to tell the client to use
  724. ; this for all economy related things
  725. economy = http://127.0.0.1:9000/
  726. ; web page of grid: optional: page providing further information about your grid
  727. about = http://127.0.0.1/about/
  728. ; account creation: optional: page providing further information about obtaining
  729. ; a user account on your grid
  730. register = http://127.0.0.1/register
  731. ; help: optional: page providing further assistance for users of your grid
  732. help = http://127.0.0.1/help
  733. ; password help: optional: page providing password assistance for users of your grid
  734. password = http://127.0.0.1/password
  735. ;These are the settings for the Open Grid Protocol.. the Agent Domain, Region Domain, you know..
  736. [OpenGridProtocol]
  737. ;On/true or Off/false
  738. ogp_enabled=false
  739. ;Name Prefix/suffix when using OGP
  740. ogp_firstname_prefix=""
  741. ogp_lastname_suffix="_EXTERNAL"
  742. [Concierge]
  743. ; enable = true
  744. enabled = false
  745. ; name of the concierge
  746. whoami = "jeeves"
  747. ; password for updating the welcome message templates via XmlRpc
  748. password = SECRET
  749. ; regex specifying for which regions concierge service is desired; if
  750. ; empty, then for all
  751. regions = "^MeetingSpace-"
  752. ; for each region that matches the regions regexp you can provide
  753. ; (optionally) a welcome template using format substitution:
  754. ; {0} is replaced with the name of the avatar entering the region
  755. ; {1} is replaced with the name of the region
  756. ; {2} is replaced with the name of the concierge (whoami variable above)
  757. welcomes = /path/to/welcome/template/directory