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- [Startup]
- ; Set this to true if you want to log crashes to disk
- ; this can be useful when submitting bug reports.
- save_crashes = false
- ; Directory to save crashes to if above is enabled
- ; (eg default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
- crash_dir = "crashes"
- ; Set this to true if you are connecting your OpenSimulator regions to a grid
- ; Set this to false if you are running OpenSimulator in standalone mode
- gridmode = false
- startup_console_commands_file = "startup_commands.txt"
- shutdown_console_commands_file = "shutdown_commands.txt"
- ; To run a script every few minutes, set the script filename here
- ; timer_Script = "filename"
- ; ##
- ; ## CLIENTS
- ; ##
- ; Enables EventQueueGet Service.
- EventQueue = true
- ; Set this to the DLL containig the client stack to use.
- clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
- ; ##
- ; ## REGIONS
- ; ##
- ; Determine where OpenSimulator looks for the files which tell it which regions to server
- ; Defaults to "filesystem" if this setting isn't present
- region_info_source = "filesystem"
- ; region_info_source = "web"
- ; Determines where the region XML files are stored if you are loading these from the filesystem.
- ; Defaults to bin/Regions in your OpenSimulator installation directory
- ; regionload_regionsdir="C:\somewhere\xmlfiles\"
- ; Determines the page from which regions xml is retrieved if you are loading these from the web
- ; The XML here has the same format as it does on the filesystem (including the <Root> tag),
- ; except that everything is also enclosed in a <Regions> tag.
- ; regionload_webserver_url = "http://example.com/regions.xml";
- ; Draw objects on maptile. This step might take a long time if you've got a huge amount of
- ; objects, so you can turn it off here if you'd like.
- DrawPrimOnMapTile = true
- ; Use terrain texture for maptiles if true, use shaded green if false
- TextureOnMapTile = false
- ; Maximum total size, and maximum size where a prim can be physical
- NonPhysicalPrimMax = 256
- PhysicalPrimMax = 10
- ClampPrimSize = false
- ; Region crossing
- AllowScriptCrossing = false
- ; If you set this to "true", any region that can teleport to you can
- ; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
- ; YOU HAVE BEEN WARNED!!!
- TrustBinaries = false
- ; ##
- ; ## STORAGE
- ; ##
- ; *** Prim Storage - only leave one storage_plugin uncommented ***
- ; --- Null stores nothing - effectively disabling persistence:
- ;storage_plugin = "OpenSim.Data.Null.dll"
- ; --- To use sqlite as region storage:
- storage_plugin = "OpenSim.Data.SQLite.dll"
- storage_connection_string="URI=file:OpenSim.db,version=3";
- ; --- To use MySQL storage, supply your own connectionstring (this is only an example):
- ; note that the supplied account needs create privilegies if you want it to auto-create needed tables.
- ; storage_plugin="OpenSim.Data.MySQL.dll"
- ; storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
- ; If you want to use a different database/server for estate data, then
- ; uncomment and change this connect string. Defaults to the above if not set
- ; estate_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
- ; Select whether you want to use local or grid asset storage.
- ;
- ; If you're running in standalone, you definitely want local, since there is no grid (hence this is redundant, and should
- ; really be eliminated). The database itself is defined in asset_plugin below
- ;
- ; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
- ; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
- ; locally. This will mean you won't be able to take items using your assets to other people's regions.
- asset_database = "local"
- ;asset_database = "grid"
- ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
- ; prevent frequently changing objects from heavily loading the region data store.
- ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
- ;
- ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
- MinimumTimeBeforePersistenceConsidered = 60
- ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
- MaximumTimeBeforePersistenceConsidered = 600
- ; Should avatars in neighbor sims see objects in this sim?
- see_into_this_sim_from_neighbor = True
- ; ##
- ; ## PHYSICS
- ; ##
- ; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true.
- physical_prim = true
- ; Select a mesher here. ZeroMesher is save and fast.
- ; ZeroMesher also means that the physics engine models the physics of prims
- ; sticking to the basic shapes the engine does support. Usually this is only a box.
- ; Meshmerizer gives a better handling of complex prims by using triangle meshes.
- ; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
- ;
- meshing = ZeroMesher
- ;meshing = Meshmerizer
- ; Choose one of the physics engines below
- physics = basicphysics
- ;physics = POS
- ;physics = OpenDynamicsEngine
- ;physics = modified_BulletX
- ; ##
- ; ## PERMISSIONS
- ; ##
- ;permissionmodules = "DefaultPermissionsModule"
- ; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
- ; any item, etc. This may not yet be implemented uniformally.
- ; If set to true, then all permissions checks are carried out
- ; Default is false
- serverside_object_permissions = false
- allow_grid_gods = false
- ; This allows somne control over permissions
- ; please note that this still doesn't duplicate SL, and is not intended to
- ;region_owner_is_god = true
- ;parcel_owner_is_god = true
- ; Control user types that are allowed to create new scripts
- ; Only enforced if serviceside_object_permissions is true
- ;
- ; Current possible values are
- ; all - anyone can create scripts (subject to normal permissions)
- ; gods - only administrators can create scripts (as long as allow_grid_gods is true)
- ; Default value is all
- ; allowed_script_creators = all
- ; Control user types that are allowed to edit (save) scripts
- ; Only enforced if serviceside_object_permissions is true
- ;
- ; Current possible values are
- ; all - anyone can edit scripts (subject to normal permissions)
- ; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
- ; Default value is all
- ; allowed_script_editors = all
- ; ##
- ; ## SCRIPT ENGINE
- ; ##
- ;DefaultScriptEngine = "ScriptEngine.DotNetEngine"
- DefaultScriptEngine = "XEngine"
- ; ##
- ; ## WORLD MAP
- ; ##
- ;WorldMapModule = "WorldMap"
- ;MapImageModule = "MapImageModule"
-
- [Communications]
- ;InterregionComms = "LocalComms"
- InterregionComms = "RESTComms"
- [StandAlone]
- accounts_authenticate = true
- welcome_message = "Welcome to OpenSim"
- ; Asset database provider
- asset_plugin = "OpenSim.Data.SQLite.dll"
- ; asset_plugin = "OpenSim.Data.MySQL.dll" ; for mysql
- ; asset_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
- ; the Asset DB source. This only works for sqlite, mysql, and nhibernate for now
- ; Asset Source SQLite example
- ; asset_source = "URI=file:Asset.db,version=3"
- ; Asset Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
- ; asset_source = "SQLiteDialect;SqliteClientDriver;URI=file:Asset.db,version=3"
- ; Asset Source MySQL example
- ;asset_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
- ; Inventory database provider
- inventory_plugin = "OpenSim.Data.SQLite.dll"
- ; inventory_plugin = "OpenSim.Data.MySQL.dll"
- ; inventory_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
- ; Inventory Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
- ; inventory_source = "SQLiteDialect;SqliteClientDriver;URI=file:Inventory.db,version=3"
- ; Inventory Source MySQL example
- ;inventory_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
- ; User Data Database provider
- ;
- ; Multiple providers can be specified by separating them with commas (whitespace is unimportant)
- ; If multiple providers are specified then if a profile is requested, each is queried until one
- ; provides a valid profile, or until all providers have been queried.
- ; Unfortunately the order of querying is currently undefined (it may not be the order in which
- ; providers are specified here). This needs to be fixed
- ;
- userDatabase_plugin = "OpenSim.Data.SQLite.dll"
- ; userDatabase_plugin = "OpenSim.Data.MySQL.dll"
- ; userDatabase_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
- ; User Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING)
- ; user_source = "SQLiteDialect;SqliteClientDriver;URI=file:User.db,version=3"
- ; User Source MySQL example
- ;user_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
- ; Specifies the location and filename of the default inventory library control file. The path can be relative or absolute
- ; Default is ./inventory/Libraries.xml
- ;LibrariesXMLFile="./inventory/Libraries.xml"
-
- ; Specifies the location and filename of the inventory library assets control file. The path can be relative or absolute
- ; Setting is optional. Default is ./assets/AssetSets.xml
- ;AssetSetsXMLFile="./assets/AssetSets.xml"
- dump_assets_to_file = false
- [Network]
- http_listener_port = 9000
- remoting_listener_port = 8895
- default_location_x = 1000
- default_location_y = 1000
- ; ssl config: Experimental! The auto https config only really works definately on windows XP now
- ; you need a Cert Request/Signed pair installed in the MY store with the CN specified below
- ; you can use https on other platforms, but you'll need to configure the httpapi yourself for now
- http_listener_ssl = false ; Also create a SSL server
- http_listener_cn = "localhost" ; Use the cert with the common name
- http_listener_sslport = 9001 ; Use this port for SSL connections
- http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer
- ; Uncomment below to enable llRemoteData/remote channels
- ; remoteDataPort = 20800
- grid_server_url = "http://127.0.0.1:8001"
- grid_send_key = "null"
- grid_recv_key = "null"
- user_server_url = "http://127.0.0.1:8002"
- user_send_key = "null"
- user_recv_key = "null"
- asset_server_url = "http://127.0.0.1:8003"
- inventory_server_url = "http://127.0.0.1:8004"
- ; The MessagingServer is a companion of the UserServer. It uses
- ; user_send_key and user_recv_key, too
- messaging_server_url = "http://127.0.0.1:8006"
- [ClientStack.LindenUDP]
- ; This is the multiplier applied to all client throttles for outgoing UDP network data
- ; 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
- ; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we
- ; will actually push down data at a maximum rate of 750 kilobits per second).
- ;
- ; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster
- ; than its UI allows the setting to go. This may be okay in some situations, such as standalone OpenSim
- ; applications on a LAN. However, the greater the multipler, the higher the risk of packet drop, resulting
- ; in symptoms such as missing terrain or objects. A much better solution is to change the client UI to allow
- ; higher network bandwidth settings directly, though this isn't always possible.
- ;
- ; Currently this setting is 2 by default because we currently send much more texture data than is strictly
- ; necessary. A setting of 1 could result in slow texture transfer. This will be fixed when the transfer
- ; of textures at different levels of quality is improved.
- ;
- ; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter
- ; unexpected difficulties
- client_throttle_multiplier = 2;
- [Chat]
- whisper_distance = 10
- say_distance = 30
- shout_distance = 100
- [ODEPhysicsSettings]
- ;##
- ;## World Settings
- ;##
- ;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s
- world_gravityx = 0
- world_gravityy = 0
- world_gravityz = -9.8
- ; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
- ; reference: fps = (0.09375/ODE_STEPSIZE) * 1000;
- world_stepsize = 0.020
- world_internal_steps_without_collisions = 10
- ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
- world_hashspace_size_low = -4
- world_hashSpace_size_high = 128
- ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
- meters_in_small_space = 29.9
- small_hashspace_size_low = -4
- small_hashspace_size_high = 66
- ; ##
- ; ## Contact properties. (the stuff that happens when things come in contact with each other)
- ; ##
- ; surface layer around geometries other geometries can sink into before generating a contact
- world_contact_surface_layer = 0.001
- ; Filtering Collisions helps keep things stable physics wise, but sometimes
- ; it can be over zealous. If you notice bouncing, chances are it's being just
- ; that
- filter_collisions = true
- ; Non Moving Terrain Contact (avatar isn't moving)
- nm_terraincontact_friction = 255.0
- nm_terraincontact_bounce = 0.1
- nm_terraincontact_erp = 0.1025
- ; Moving Terrain Contact (avatar is moving)
- m_terraincontact_friction = 75.0
- m_terraincontact_bounce = 0.05
- m_terrainContact_erp = 0.05025
- ; Moving Avatar to object Contact
- m_avatarobjectcontact_friction = 75.0
- m_avatarobjectcontact_bounce = 0.1
- ; Object to Object Contact and Non-Moving Avatar to object
- objectcontact_friction = 250.0
- objectcontact_bounce = 0.2
- ; ##
- ; ## Avatar Control
- ; ##
- ; PID Controller Settings. These affect the math that causes the avatar to reach the
- ; desired velocity
- ; See http://en.wikipedia.org/wiki/PID_controller
- av_pid_derivative_linux = 2200.0
- av_pid_proportional_linux = 900.0;
- av_pid_derivative_win = 2200.0
- av_pid_proportional_win = 900.0;
- ;girth of the avatar. Adds radius to the height also
- av_capsule_radius = 0.37
- ; Max force permissible to use to keep the avatar standing up straight
- av_capsule_standup_tensor_win = 550000
- av_capsule_standup_tensor_linux = 550000
- ; used to calculate mass of avatar.
- ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
- ; av_density * AVvolume;
- av_density = 80
- ; use this value to cut 52% of the height the sim gives us
- av_height_fudge_factor = 0.52
- ; Movement. Smaller is faster.
- ; speed of movement with Always Run off
- av_movement_divisor_walk = 1.3
- ; speed of movement with Always Run on
- av_movement_divisor_run = 0.8
- ; ##
- ; ## Object options
- ; ##
- ; used in the mass calculation.
- geometry_default_density = 10.000006836
- ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
- body_frames_auto_disable = 20
- ; used to control llMove2Target
- body_pid_derivative = 35
- body_pid_gain = 25
- ; amount of time a geom/body will try to cross a region border before it gets disabled
- geom_crossing_faiures_before_outofbounds = 5
- ; start throttling the object updates if object comes in contact with 3 or more other objects
- geom_contactpoints_start_throttling = 3
- ; send 1 update for every x updates below when throttled
- geom_updates_before_throttled_update = 15
- ; Used for llSetStatus. How rigid the object rotation is held on the axis specified
- body_motor_joint_maxforce_tensor_linux = 5
- body_motor_joint_maxforce_tensor_win = 5
- ; ##
- ; ## Sculpted Prim settings
- ; ##
- ; Do we want to mesh sculpted prim to collide like they look?
- mesh_sculpted_prim = true
- ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
- mesh_lod = 32
- ; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
- mesh_physical_lod = 16
- ; ##
- ; ## Physics logging settings - logfiles are saved to *.DIF files
- ; ##
- ;physics_logging = true
- ;; every n simulation iterations, the physics snapshot file is updated
- ;physics_logging_interval = 50
- ;; append to existing physics logfile, or overwrite existing logfiles?
- ;physics_logging_append_existing_logfile = true
- ; ##
- ; ## Joint support
- ; ##
- ; 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)
- ;use_NINJA_physics_joints = true
- [RemoteAdmin]
- enabled = false
- access_password = unknown
- ; the create_region XmlRpc call uses region_file_template to generate
- ; the file name of newly create regions (if they are created
- ; persistent). the parameter available are:
- ; {0} - X location
- ; {1} - Y location
- ; {2} - region UUID
- ; {3} - region port
- ; {4} - region name with " ", ":", "/" mapped to "_"
- region_file_template = "{0}x{1}-{2}.xml"
- ; we can limit the number of regions that XmlRpcCreateRegion will
- ;allow by setting this to a positive, non-0 number: as long as the
- ;number of regions is below region_limits, XmlRpcCreateRegion will
- ;succeed. setting region_limits to 0 disables the check.
- ;region_limits = 0
- [RestPlugins]
- ; Change this to true to enable REST Plugins. This must be true if you wish to use
- ; REST Region or REST Asset and Inventory Plugins
- enabled = false
- god_key = SECRET
- prefix = /admin
- [RestRegionPlugin]
- ; Change this to true to enable the REST Region Plugin
- enabled = false
- [RestHandler]
- ; Change this to true to enable the REST Asset and Inventory Plugin
- enabled = false
- authenticate=true
- secured=true
- extended-escape=true
- realm=OpenSim REST
- dump-asset=false
- path-fill=true
- dump-line-size=32
- flush-on-error=true
- ; Uncomment the following for IRC bridge
- ; experimental, so if it breaks... keep both parts... yada yada
- ; also, not good error detection when it fails
- ;[IRC]
- ;enabled = true ; you need to set this otherwise it won't connect
- ;server = name.of.irc.server.on.the.net
- ;nick = OpenSimBotNameProbablyMakeThisShorter
- ;channel = #the_irc_channel_you_want_to_connect_to
- ;port = 6667
- ;; channel to listen for configuration commands
- ;commands_enabled = false
- ;command_channel = 2777
- ;report_clients = true
- ;; relay private chat connections
- ;; relay_private_channels = true: will relay IRC chat from/to private in-world channels
- ;; relay_private_channel_out -- channel to send messages out to the IRC bridge
- ;; relay_private_channel_in -- channel to receive message from the IRC bridge
- ;; relay_chat = false: IRC bridge will not relay normal chat
- ;; access_password -- simple security device
- ;;
- ;; so, to just relay chat from an IRC channel to in-world region and vice versa:
- ;;
- ;; relay_private_channels = false
- ;; relay_chat = true
- ;;
- ;; to relay chat only to/from private in-world channels:
- ;;
- ;; relay_chat = false
- ;; relay_private_channels = true
- ;; relay_private_channel_in = 2226
- ;; relay_private_channel_out = 2225
- ;;
- ;; in this example, all chat coming in from IRC will be send out via
- ;; in-world channel 2226, and all chat from in-world channel 2225 will
- ;; be relayed to the IRC channel.
- ;;
- ;relay_private_channels = false
- ;relay_private_channel_in = 2226
- ;relay_private_channel_out = 2225
- ;relay_chat = true
- ;access_password = foobar
- ;fallback_region = name of "default" region
- ;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
- ; must start with "PRIVMSG {0} : " or irc server will get upset
- ;for <bot>:<user in region> :<message>
- ;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
- ;for <bot>:<message> - <user of region> :
- msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
- ;for <bot>:<message> - from <user> :
- ;msgformat = "PRIVMSG {0} : {3} - from {1}"
- ; work-in-progress IRCBridge capabable of supporting multiple IRC channels
- ; [XIRC]
- ; enabled = false
- ; Uncomment the following for experiment in world versioning
- ; support. This is so experimental at this point that I'm not going
- ; to explain it further, you'll need to read the source code
- ;[CMS]
- ;enabled = true
- ;channel = 345
- [Voice]
- ; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs
- enabled = false
- ; This is not supported by the SLViewer right now and
- ; hardcoded within the SL Viewer. Maybe it will be
- ; changed in future. :-)
- account_management_server = https://www.bhr.vivox.com/api2
- ; Global SIP Server for conference calls
- sip_domain = testserver.com
- [AsteriskVoice]
- ; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs
- enabled = false
- ; SIP account server domain
- sip_domain = testserver.com
- ; SIP conf server domain
- conf_domain = testserver.com
- ; URL of the asterisk opensim frontend
- asterisk_frontend = http://testserver.com:49153/
- ; password for the asterisk frontend XmlRpc calls
- asterisk_password = bah-humbug
- ; timeout for XmlRpc calls to asterisk front end (in ms)
- asterisk_timeout = 3000
- ; salt for asterisk nonces
- asterisk_salt = paluempalum
- ; Uncomment the following to control the progression of daytime
- ; in the Sim. The defaults are what is shown below
- ;[Sun]
- ; number of wall clock hours for an opensim day. 24.0 would mean realtime
- ;day_length = 4
- ; Year length in days
- ;year_length = 60
- ; Day to Night Ratio
- ;day_night_offset = 0.45
- ; send a Sun update every update_interval # of frames. A lower number will
- ; make for smoother sun transition at the cost of network
- ;update_interval = 100
- [ScriptEngine.DotNetEngine]
- Enabled = true
- ScriptDelayFactor = 1.0
- ScriptDistanceLimitFactor = 1.0
- ;
- ; These settings are specific to DotNetEngine script engine
- ; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file.
- ;
- ; When a script receives an event the event is queued.
- ; Any free thread will start executing this event. One script can only have one event executed simultaneously.
- ; If you have only one thread, and one script has a loop or does a lot of work, then no other scripts can run at the same time.
- ; Same if you have 10 threads, then only 10 scripts can be run simultaneously.
- ; But because most scripts exit after their task, the threads are free to go on to the next script.
- ; Refresh ScriptEngine config options (these settings) every xx seconds
- ; 0 = Do not refresh
- ; Set it to number of seconds between refresh, for example 30.
- ; Will allow you to change ScriptEngine settings while server is running just by using "CONFIG SET" on console
- ; For example to increase or decrease number of threads: CONFIG SET NumberOfScriptThreads 10
- ; NOTE! Disabled for now. Feature does not work.
- RefreshConfig=0
- ; Number of threads to use for script event execution
- ; Threads are shared across all regions
- NumberOfScriptThreads=2
- ; Script event execution thread priority inside application.
- ; Valid values: Lowest, BelowNormal, Normal, AboveNormal, Highest
- ScriptThreadPriority=BelowNormal
- ; How long MAX should a script event be allowed to run (per event execution)?
- ; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function
- ; There is also a small speed penalty for every kill that is made
- MaxEventExecutionTimeMs=5000
- ; Should we enable the max script event execution thread to look for scripts that exceed their timeslice?
- EnforceMaxEventExecutionTime=true
- ; Should we stop the script completely when time exceeds?
- ; This is useful if you have a high <MaxEventExecutionTimeMs> and want to deactivate scripts that go wrong
- ; Note that for example physics engine can slow down the system and make scripts spend more time
- DeactivateScriptOnTimeout=false
- ; If no scripts have executed in this pass how long should we sleep before checking again
- ; Impact:
- ; Too low and you will waste lots of CPU
- ; Too high and people touching object or similar will have to wait up to this amount of time before script responding
- SleepTimeIfNoScriptExecutionMs=50
- ; AppDomains are used for two things:
- ; * Security: Scripts inside AppDomains are limited in permissions.
- ; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded.
- ; AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims).
- ; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
- ScriptsPerAppDomain=1
- ; MaintenanceLoop
- ; How often to run maintenance loop
- ; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time
- MaintenanceLoopms=50
- ; How many maintenanceloops between each of these.
- ; (if 2 then function will be executed every MaintenanceLoopms*2 ms)
- ; Script loading/unloading
- ; How long load/unload thread should sleep if there is nothing to do
- ; Higher value makes it respond slower when scripts are added/removed from prims
- ; But once active it will process all in queue before sleeping again
- MaintenanceLoopTicks_ScriptLoadUnload=1
- ; Other tasks
- ; check if we need to reload config, adjust running config and enforce max execution time
- MaintenanceLoopTicks_Other=10
- ; Allow the use of os* functions (some are dangerous)
- AllowOSFunctions = true
- ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
- OSFunctionThreatLevel = Low
- ; Maximum number of items in load/unload queue before we start rejecting loads
- ; Note that we will only be rejecting load. Unloads will still be able to queue.
- LoadUnloadMaxQueueSize=100
- ; Maximum number of (LSL) events that can be queued before new events are ignored.
- EventExecutionMaxQueueSize=300
- ; Async LL command sleep
- ; If no async LL commands are waiting, how long should thread sleep before checking again
- ; Async LL commands are LSL-commands that causes an event to be fired back with result
- AsyncLLCommandLoopms=50
- ; When script is converted from LSL to C#, or just plain compiled, a copy of the script source will be put in the ScriptEngine folder
- WriteScriptSourceToDebugFile=true
- ; Specify default script compiler
- ; If you do not specify //cs, //vb, //js or //lsl tag as the first characters of your script then the default compiler will be chosen
- ; Valid languages are: lsl, cs, js and vb
- DefaultCompileLanguage=lsl
- ; Specify what compilers are allowed to be used
- ; Note vb only works on Windows for now (Mono lacks VB compile support)
- ; Valid languages are: lsl, cs, js and vb
- ; AllowedCompilers=lsl,cs,js,vb. *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk.
- AllowedCompilers=lsl
- ; Compile scripts with debugging
- ; Probably a thousand times slower, but gives you a line number when something goes wrong.
- CompileWithDebugInformation=true
- ; Remove old scripts on next startup
- CleanUpOldScriptsOnStartup=true
- [LL-Functions]
- ; Set the following to true to allow administrator owned scripts to execute console commands
- AllowosConsoleCommand=false
- AllowGodFunctions = false
- ; Maximum number of llListen events we allow per script
- ; Set this to 0 to have no limit imposed.
- max_listens_per_script = 64
- [DataSnapshot]
- ; The following set of configs pertains to search.
- ; Set index_sims to true to enable search engines to index your searchable data
- ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
- index_sims = false
- ; The variable data_exposure controls what the regions expose:
- ; minimum: exposes only things explicitly marked for search
- ; all: exposes everything
- data_exposure = minimum
- ; If search is on, change this to your grid name; will be ignored for standalones
- gridname = "OSGrid"
- ; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.
- ; Later, you may want to increase this to 3600 (1 hour) or more
- default_snapshot_period = 1200
- ; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
- snapshot_cache_directory = "DataSnapshot"
- ; This semicolon-separated string serves to notify specific data services about the existence
- ; of this sim. Uncomment if you want to index your data with this and/or other search providers.
- ;data_services="http://metaverseink.com/cgi-bin/register.py"
- [Economy]
- ; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only -
- ; In grid mode, use this currency XMLRPC server. Leave blank for normal functionality
- CurrencyServer = ""
- ; "http://192.168.1.127/currency.php"
- ; In grid mode, this is the land XMLRPC server. Leave blank for normal functionality
- LandServer = ""
- ;"http://192.168.1.127/landtool.php"
- ; 45000 is the highest value that the sim could possibly report because of protocol constraints
- ObjectCapacity = 45000
- ; Money Unit fee to upload textures, animations etc
- PriceUpload = 0
- ; Money Unit fee to create groups
- PriceGroupCreate = 0
- ; This is the account Money goes to for fees. Remember, economy requires that money circulates somewhere... even if it's an upload fee
- EconomyBaseAccount = 00000000-0000-0000-0000-000000000000
- ; This is the type of user that will pay fees.
- ; Set this to 2 for users, estate managers and Estate Owners
- ; Set this to 1 for Users and Estate Managers
- ; Set this to 0 for Users only.
- ; -1 disables
- UserLevelPaysFees = -1
- ; Amount to give to user as a stipend
- UserStipend = 1000
- ; 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
- ; amount. Be aware that the account money isn't stored anywhere so users will get a stipend if you restart the simulator
- IssueStipendWhenClientIsBelowAmount = 10
- ; If this is true, the simulator will remember account balances until the simulator is shutdown or restarted.
- KeepMoneyAcrossLogins = true
- ; We don't really know what the rest of these values do. These get sent to the client
- ; These taken from Agni at a Public Telehub. Change at your own risk.
- ObjectCount = 0
- PriceEnergyUnit = 100
- PriceObjectClaim = 10
- PricePublicObjectDecay = 4
- PricePublicObjectDelete = 4
- PriceParcelClaim = 1
- PriceParcelClaimFactor = 1
- PriceRentLight = 5
- TeleportMinPrice = 2
- TeleportPriceExponent = 2
- EnergyEfficiency = 1
- PriceObjectRent = 1
- PriceObjectScaleFactor = 10
- PriceParcelRent = 1
- [SVN]
- Enabled = false
- Directory = SVNmodule\repo
- URL = "svn://your.repo.here/"
- Username = "user"
- Password = "password"
- ImportOnStartup = false
- Autosave = false
- AutoSavePeriod = 15 ; Number of minutes between autosave backups
- [XEngine]
- ; Enable this engine in this OpenSim instance
- Enabled = true
- ; How many threads to keep alive even if nothing is happening
- MinThreads = 2
- ; How many threads to start at maximum load
- MaxThreads = 100
- ; Time a thread must be idle (in seconds) before it dies
- IdleTimeout = 60
- ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
- Priority = "BelowNormal"
- ; Maximum number of events to queue for a script (excluding timers)
- MaxScriptEventQueue = 300
- ; Stack size per thread created
- ThreadStackSize = 262144
- ; Rate to poll for asynchronous command replies (ms)
- AsyncLLCommandLoopms = 50
- ; Save the source of all compiled scripts
- WriteScriptSourceToDebugFile = false
- ; Default language for scripts
- DefaultCompileLanguage = lsl
- ; List of allowed languages (lsl,vb,js,cs)
- ; AllowedCompilers=lsl,cs,js,vb.
- ; *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk.
- AllowedCompilers=lsl
- ; Compile debug info (line numbers) into the script assemblies
- CompileWithDebugInformation = true
- ; Allow the use of os* functions (some are dangerous)
- AllowOSFunctions = false
- ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
- OSFunctionThreatLevel = VeryLow
- ; Interval (s) between background save of script states
- SaveInterval = 120
- ; Interval (s) between maintenance runs (0 = disable)
- MaintenanceInterval = 10
- ; Time a script can spend in an event handler before it is interrupted
- EventLimit = 30
- ; If a script overruns it's event limit, kill the script?
- KillTimedOutScripts = false
- ; Sets the multiplier for the scripting delays
- ScriptDelayFactor = 1.0
- ; The factor the 10 m distances llimits are multiplied by
- ScriptDistanceLimitFactor = 1.0
- ; OS Functions enable/disable
- ; For each function, you can add one line, as shown
- ; The default for all functions allows them if below threat level
- ; true allows the use of the function unconditionally
- ; Allow_osSetRegionWaterHeight = true
- ; false disables the function completely
- ; Allow_osSetRegionWaterHeight = false
- ; Comma separated list of UUIDS allows the function for that list of UUIDS
- ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
- ; Allow for llCreateLink and llBreakLink to work without asking for permission
- ; only enable this in a trusted environment otherwise you may be subject to hijacking
- ; AutomaticLinkPermission = false
- [GridInfo]
- ; These settings are used to return information on a get_grid_info call.
- ; Client launcher scripts and third-party clients make use of this to
- ; autoconfigure the client and to provide a nice user experience. If you
- ; want to facilitate that, you should configure the settings here according
- ; to your grid or standalone setup.
- ;
- ; See http://opensimulator.org/wiki/GridInfo
- ; login uri: for grid this is the user server URI
- login = http://127.0.0.1:9000/
- ; long grid name: the long name of your grid
- gridname = "the lost continent of hippo"
- ; short grid name: the short name of your grid
- gridnick = "hippogrid"
- ; login page: optional: if it exists it will be used to tell the client to use
- ; this as splash page
- welcome = http://127.0.0.1/welcome
- ; helper uri: optional: if it exists if will be used to tell the client to use
- ; this for all economy related things
- economy = http://127.0.0.1:9000/
- ; web page of grid: optional: page providing further information about your grid
- about = http://127.0.0.1/about/
- ; account creation: optional: page providing further information about obtaining
- ; a user account on your grid
- register = http://127.0.0.1/register
- ; help: optional: page providing further assistance for users of your grid
- help = http://127.0.0.1/help
- ; password help: optional: page providing password assistance for users of your grid
- password = http://127.0.0.1/password
- ;These are the settings for the Open Grid Protocol.. the Agent Domain, Region Domain, you know..
- [OpenGridProtocol]
- ;On/true or Off/false
- ogp_enabled=false
- ;Name Prefix/suffix when using OGP
- ogp_firstname_prefix=""
- ogp_lastname_suffix="_EXTERNAL"
- [Concierge]
- ; enable = true
- enabled = false
- ; name of the concierge
- whoami = "jeeves"
- ; password for updating the welcome message templates via XmlRpc
- password = SECRET
- ; regex specifying for which regions concierge service is desired; if
- ; empty, then for all
- regions = "^MeetingSpace-"
- ; for each region that matches the regions regexp you can provide
- ; (optionally) a welcome template using format substitution:
- ; {0} is replaced with the name of the avatar entering the region
- ; {1} is replaced with the name of the region
- ; {2} is replaced with the name of the concierge (whoami variable above)
- welcomes = /path/to/welcome/template/directory
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