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- ;; This is the main configuration file for OpenSimulator.
- ;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
- ;; If it's named OpenSim.ini.example then you will need to copy it to
- ;; OpenSim.ini first (if that file does not already exist)
- ;;
- ;; If you are copying, then once you have copied OpenSim.ini.example to
- ;; OpenSim.ini you will need to pick an architecture in the [Architecture]
- ;; section at the end of this file.
- ;;
- ;; The settings in this file are in the form "<key> = <value>". For example,
- ;; save_crashes = false in the [Startup] section below.
- ;;
- ;; All settings are initially commented out and the default value used, as
- ;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
- ;; deleting the initial semicolon (;) and then change the value. This will
- ;; override the value in OpenSimDefaults.ini
- ;;
- ;; If you want to find out what configuration OpenSimulator has finished with
- ;; once all the configuration files are loaded then type "config show" on the
- ;; region console command line.
- ;;
- ;;
- ;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
- ;;
- ;; All leading white space is ignored, but preserved.
- ;;
- ;; Double semicolons denote a text comment
- ;;
- ;; ;# denotes a configuration directive description
- ;; formatted as:
- ;; {option} {depends on} {question to ask} {choices} default value
- ;; Any text comments following the declaration, up to the next blank line.
- ;; will be copied to the generated file (NOTE: generation is not yet
- ;; implemented)
- ;;
- ;; A * in the choices list will allow an empty entry.
- ;; An empty question will set the default if the dependencies are
- ;; satisfied.
- ;;
- ;; ; denotes a commented out option.
- ;; Any options added to OpenSim.ini.example should be initially commented
- ;; out.
- [Startup]
- ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
- ;; Console prompt
- ;; Certain special characters can be used to customize the prompt
- ;; Currently, these are
- ;; \R - substitute region name
- ;; \\ - substitute \
- ; ConsolePrompt = "Region (\R) "
- ;# {save_crashes} {} {Save crashes to disk?} {true false} false
- ;; Set this to true if you want to log crashes to disk
- ;; this can be useful when submitting bug reports.
- ;; However, this will only log crashes within OpenSimulator that cause the
- ;; entire program to exit
- ;; It will not log crashes caused by virtual machine failures, which
- ;; includes mono and ODE failures.
- ;; You will need to capture these native stack traces by recording the
- ;; session log itself.
- ; save_crashes = false
- ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
- ;; Directory to save crashes to if above is enabled
- ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
- ; crash_dir = "crashes"
- ;# {PIDFile} {} {Path to PID file?} {}
- ;; Place to create a PID file
- ; PIDFile = "/tmp/OpenSim.exe.pid"
- ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
- ;; Determine where OpenSimulator looks for the files which tell it
- ;; which regions to server
- ;; Default is "filesystem"
- ; region_info_source = "filesystem"
- ; region_info_source = "web"
-
- ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
- ;; 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\"
- ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
- ;; 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";
- ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
- ;; Allow the simulator to start up if there are no region configuration available
- ;; from the selected region_info_source.
- ; allow_regionless = false
- ;# {MaxPrimUndos} {} {Maximum number of undos avialable for position, rotation and scale changes of each prim} {} 20
- ;; Increasing the number of undos available number will increase memory usage.
- MaxPrimUndos = 20
- ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
- ;; Minimum size for non-physical prims. Affects resizing of existing
- ;; prims. This can be overriden in the region config file (as
- ;; NonPhysicalPrimMin!).
- ; NonPhysicalPrimMin = 0.001
- ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
- ;; Maximum size for non-physical prims. Affects resizing of existing
- ;; prims. This can be overriden in the region config file (as
- ;; NonPhysicalPrimMax!).
- ; NonPhysicalPrimMax = 256
- ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 10
- ;; Maximum size where a prim can be physical. Affects resizing of
- ;; existing prims. This can be overriden in the region config file.
- ; PhysicalPrimMin = 0.01
- ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10
- ;; Maximum size where a prim can be physical. Affects resizing of
- ;; existing prims. This can be overriden in the region config file.
- ; PhysicalPrimMax = 10
- ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
- ;; If a viewer attempts to rez a prim larger than the non-physical or
- ;; physical prim max, clamp the dimensions to the appropriate maximum
- ;; This can be overriden in the region config file.
- ; ClampPrimSize = false
-
- ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
- ;; Maximum number of prims allowable in a linkset. Affects creating new
- ;; linksets. Ignored if less than or equal to zero.
- ;; This can be overriden in the region config file.
- ; LinksetPrims = 0
- ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
- ;; Allow scripts to keep running when they cross region boundaries, rather
- ;; than being restarted. State is reloaded on the destination region.
- ;; This only applies when crossing to a region running in a different
- ;; simulator.
- ;; For crossings where the regions are on the same simulator the script is
- ;; always kept running.
- ; AllowScriptCrossing = true
- ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
- ;; Allow compiled script binary code to cross region boundaries.
- ;; 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
- ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content!)} {true false} false
- ;; Combine all contiguous regions into one large megaregion
- ;; Order your regions from South to North, West to East in your regions.ini
- ;; and then set this to true
- ;; Warning! Don't use this with regions that have existing content!,
- ;; This will likely break them
- ; CombineContiguousRegions = false
- ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
- ;; If you have only one region in an instance, or to avoid the many bugs
- ;; that you can trigger in modules by restarting a region, set this to
- ;; true to make the entire instance exit instead of restarting the region.
- ;; This is meant to be used on systems where some external system like
- ;; Monit will restart any instance that exits, thereby making the shutdown
- ;; into a restart.
- ; InworldRestartShutsDown = false
- ;; 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.
- ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
- ;; Objects will be considered for persistance in the next sweep when they
- ;; have not changed for this number of seconds.
- ; MinimumTimeBeforePersistenceConsidered = 60
- ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
- ;; Objects will always be considered for persistance in the next sweep
- ;; if the first change occurred this number of seconds ago.
- ; MaximumTimeBeforePersistenceConsidered = 600
- ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
- ;; 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.
- ;;
- ;; Meshmerizer properly handles complex prims by using triangle meshes.
- ;; Note that only the ODE physics engine currently deals with meshed
- ;; prims in a satisfactory way.
- ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
- ;; ZeroMesher is faster but leaves the physics engine to model the mesh
- ;; using the basic shapes that it supports.
- ;; Usually this is only a box.
- ;; Default is Meshmerizer
- ; meshing = Meshmerizer
- ; meshing = ZeroMesher
- ;; Choose one of the physics engines below
- ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine
- ;; OpenDynamicsEngine is by some distance the most developed physics engine
- ;; BulletSim is experimental and in active development.
- ;; basicphysics effectively does not model physics at all, making all
- ;; objects phantom.
- ;; Default is OpenDynamicsEngine
- ; physics = OpenDynamicsEngine
- ; physics = BulletSim
- ; physics = basicphysics
- ; physics = POS
- ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
- ;; Default script engine to use. Currently, we only have XEngine
- ; DefaultScriptEngine = "XEngine"
- ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
- ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
- ;; required
- ; HttpProxy = "http://proxy.com:8080"
- ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
- ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
- ;; list of regular expressions for URLs that you don't want to go through
- ;; the proxy.
- ;; For example, servers inside your firewall.
- ;; Separate patterns with a ';'
- ; HttpProxyExceptions = ".mydomain.com;localhost"
- ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
- ;; The email module requires some configuration. It needs an SMTP
- ;; server to send mail through.
- ; emailmodule = DefaultEmailModule
- ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
- ;; SpawnPointRouting adjusts the landing for incoming avatars.
- ;; "closest" will place the avatar at the SpawnPoint located in the closest
- ;; available spot to the destination (typically map click/landmark).
- ;; "random" will place the avatar on a randomly selected spawnpoint;
- ;; "sequence" will place the avatar on the next sequential SpawnPoint
- ; SpawnPointRouting = closest
- ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
- ;; TelehubAllowLandmark allows users with landmarks to override telehub
- ;; routing and land at the landmark coordinates when set to true
- ;; default is false
- ; TelehubAllowLandmark = false
- [AccessControl]
- ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
- ;; Bar (|) separated list of viewers which may gain access to the regions.
- ;; One can use a substring of the viewer name to enable only certain
- ;; versions
- ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
- ;; - "Imprudence" has access
- ;; - "Imprudence 1.3" has access
- ;; - "Imprudence 1.3.1" has no access
- ; AllowedClients =
- ;# {BannedClients} {} {Bar (|) separated list of banned clients} {}
- ;; Bar (|) separated list of viewers which may not gain access to the regions.
- ;; One can use a Substring of the viewer name to disable only certain
- ;; versions
- ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
- ;; - "Imprudence" has no access
- ;; - "Imprudence 1.3" has no access
- ;; - "Imprudence 1.3.1" has access
- ; BannedClients =
- [Map]
- ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
- ;; Map tile options.
- ;; If true, then maptiles are generated using the MapImageModule below.
- ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overriden
- ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
- ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
- ; GenerateMaptiles = true
- ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
- ;; The module to use in order to generate map images.
- ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
- ;; generate better images.
- ;MapImageModule = "MapImageModule"
- ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
- ;; If desired, a running region can update the map tiles periodically
- ;; to reflect building activity. This names no sense of you don't have
- ;; prims on maptiles. Value is in seconds.
- ; MaptileRefresh = 0
- ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
- ;; If not generating maptiles, use this static texture asset ID
- ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
- ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
- ;; Use terrain texture for maptiles if true, use shaded green if false
- ; TextureOnMapTile = true
- ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
- ;; Draw objects on maptile. This step might take a long time if you've
- ;; got a large number of objects, so you can turn it off here if you'd like.
- ; DrawPrimOnMapTile = true
- ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
- ;; Texture the faces of the prims that are rendered on the map tiles.
- ; TexturePrims = true
- ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
- ;; Only texture prims that have a diagonal size greater than this number
- ; TexturePrimSize = 48
- ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
- ;; Attempt to render meshes and sculpties on the map
- ; RenderMeshes = false;
- [Permissions]
- ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
- ;; Permission modules to use, separated by comma.
- ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
- ; permissionmodules = DefaultPermissionsModule
- ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
- ;; These are the parameters for the default permissions module
- ;;
- ;; 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
- ; serverside_object_permissions = true
- ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
- ;; This allows users with a UserLevel of 200 or more to assume god
- ;; powers in the regions in this simulator.
- ; allow_grid_gods = false
- ;; This allows some control over permissions
- ;; please note that this still doesn't duplicate SL, and is not intended to
- ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
- ;; Allow region owners to assume god powers in their regions
- ; region_owner_is_god = true
- ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
- ;; Allow region managers to assume god powers in regions they manage
- ; region_manager_is_god = false
- ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
- ;; Allow parcel owners to assume god powers in their parcels
- ; parcel_owner_is_god = true
- ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
- ;; More control over permissions
- ;; This is definitely not SL!
- ;; Provides a simple control for land owners to give build rights to
- ;; specific avatars in publicly accessible parcels that disallow object
- ;; creation in general.
- ;; Owners specific avatars by adding them to the Access List of the parcel
- ;; without having to use the Groups feature
- ; simple_build_permissions = false
- [Estates]
- ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
- ; If these values are uncommented then they will be used to create a default estate as necessary.
- ; New regions will be automatically assigned to that default estate.
-
- ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
- ;; Name for the default estate
- ; DefaultEstateName = My Estate
- ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
- ;; Name for default estate owner
- ; DefaultEstateOwnerName = FirstName LastName
- ; ** Standalone Estate Settings **
- ; The following parameters will only be used on a standalone system to
- ; create an estate owner that does not already exist
- ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
- ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
- ;; UUID will be assigned. This is normally what you want
- ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
- ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
- ;; Email address for the default estate owner
- ; DefaultEstateOwnerEMail = [email protected]
- ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
- ;; Password for the default estate owner
- ; DefaultEstateOwnerPassword = password
- [SMTP]
- ;; The SMTP server enabled the email module to send email to external
- ;; destinations.
- ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
- ;; Enable sending email via SMTP
- ; enabled = false
- ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
- ; internal_object_host = lsl.opensim.local
- ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
- ; host_domain_header_from = "127.0.0.1"
- ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
- ; email_pause_time = 20
- ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
- ; email_max_size = 4096
- ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
- ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
- ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
- ; SMTP_SERVER_PORT = 25
- ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
- ; SMTP_SERVER_LOGIN = ""
- ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
- ; SMTP_SERVER_PASSWORD = ""
- [Network]
- ;# {ConsoleUser} {} {User name for console account} {}
- ;; Configure the remote console user here. This will not actually be used
- ;; unless you use -console=rest at startup.
- ; ConsoleUser = "Test"
- ;# {ConsolePass} {} {Password for console account} {}
- ; ConsolePass = "secret"
- ;# {console_port} {} {Port for console connections} {} 0
- ; console_port = 0
- ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
- ;; Simulator HTTP port. This is not the region port, but the port the
- ;; entire simulator listens on. This port uses the TCP protocol, while
- ;; the region ports use UDP.
- ; http_listener_port = 9000
- ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
- ;; Hostname to use in llRequestURL/llRequestSecureURL
- ;; if not defined - default machine name is being used
- ;; (on Windows this mean NETBIOS name - useably only inside local network)
- ; ExternalHostNameForLSL = "127.0.0.1"
- ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
- ;; What is reported as the "X-Secondlife-Shard"
- ;; Defaults to the user server url if not set
- ;; The old default is "OpenSim", set here for compatibility
- ;; The below is not commented for compatibility.
- shard = "OpenSim"
- ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
- ;; What is reported as the "User-Agent" when using llHTTPRequest
- ;; Defaults to not sent if not set here. See the notes section in the wiki
- ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
- ;; " (Mozilla Compatible)" to the text where there are problems with a
- ;; web server
- ; user_agent = "OpenSim LSL (Mozilla Compatible)"
- [XMLRPC]
- ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
- ;; If enabled and set to XmlRpcRouterModule, this will post an event,
- ;; "xmlrpc_uri(string)" to the script concurrently with the first
- ;; remote_data event. This will contain the fully qualified URI an
- ;; external site needs to use to send XMLRPC requests to that script
- ;;
- ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
- ;; will be registered with an external service via a configured uri
- ;XmlRpcRouterModule = "XmlRpcRouterModule"
- ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
- ;XmlRpcPort = 20800
- ;# {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
- ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
- ;; will use this address to register xmlrpc channels on the external
- ;; service
- ; XmlRpcHubURI = http://example.com
- [ClientStack.LindenUDP]
- ;; See OpensSimDefaults.ini for the throttle options. You can copy the
- ;; relevant sections and override them here.
- ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
- ;; with the next update!
- ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
- ;; Quash and remove any light properties from attachments not on the
- ;; hands. This allows flashlights and lanterns to function, but kills
- ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
- ;; will also be affected.
- ;; This is especially important in artistic builds that depend on lights
- ;; on the build for their appearance, since facelights will cause the
- ;; building's lights to possibly not be rendered.
- ; DisableFacelights = "false"
- [ClientStack.LindenCaps]
- ;; For the long list of capabilities, see OpenSimDefaults.ini
- ;; Here are the few ones you may want to change. Possible values
- ;; are:
- ;; "" -- empty, capability disabled
- ;; "localhost" -- capability enabled and served by the simulator
- ;; "<url>" -- capability enabled and served by some other server
- ;;
- ; These are enabled by default to localhost. Change if you see fit.
- Cap_GetTexture = "localhost"
- Cap_GetMesh = "localhost"
- Cap_AvatarPickerSearch = "localhost"
- ; This is disabled by default. Change if you see fit. Note that
- ; serving this cap from the simulators may lead to poor performace.
- Cap_WebFetchInventoryDescendents = ""
- [SimulatorFeatures]
- ;# {MapImageServerURI} {} {URL for the map server} {}
- ; Experimental new information sent in SimulatorFeatures cap for Kokua
- ; viewers
- ; meant to override the MapImage and search server url given at login, and varying
- ; on a sim-basis.
- ; Viewers that don't understand it, will ignore it
- ;MapImageServerURI = "http://127.0.0.1:9000/"
- ;# {SearchServerURI} {} {URL of the search server} {}
- ;SearchServerURI = "http://127.0.0.1:9000/"
- [Chat]
- ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
- ;; Distance in meters that whispers should travel.
- ; whisper_distance = 10
- ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
- ;; Distance in meters that ordinary chat should travel.
- ; say_distance = 20
- ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
- ;; Distance in meters that shouts should travel.
- ; shout_distance = 100
- [EntityTransfer]
- ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
- ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
- ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
- ;DisableInterRegionTeleportCancellation = false
- [Messaging]
- ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
- ;; Module to handle offline messaging. The core module requires an external
- ;; web service to do this. See OpenSim wiki.
- ; OfflineMessageModule = OfflineMessageModule
- ;; Or, alternatively, use this one, which works for both standalones and grids
- ; OfflineMessageModule = "Offline Message Module V2"
- ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
- ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
- ; OfflineMessageURL = http://yourserver/Offline.php or http://yourrobustserver:8003
- ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
- ;; For standalones, this is the storage dll.
- ; StorageProvider = OpenSim.Data.MySQL.dll
- ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
- ;; Mute list handler (not yet implemented). MUST BE SET to allow offline
- ;; messages to work
- ; MuteListModule = MuteListModule
- ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
- ;; URL of the web service that serves mute lists. Not currently used, but
- ;; must be set to allow offline messaging to work.
- ; MuteListURL = http://yourserver/Mute.php
- ;; Control whether group invites and notices are stored for offline users.
- ;; Default is true.
- ;; This applies to both core groups module.
- ; ForwardOfflineGroupMessages = true
- [ODEPhysicsSettings]
- ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
- ;; Do we want to mesh sculpted prim to collide like they look?
- ;; If you are seeing sculpt texture decode problems
- ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
- ;; then you might want to try setting this to false.
- ; mesh_sculpted_prim = true
- ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false
- ;; If you would like physics joints to be enabled through a special naming
- ;; convention in the client, set this to true.
- ;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
- ; use_NINJA_physics_joints = false
- [RemoteAdmin]
- ;; This is the remote admin module, which uses XMLRPC requests to
- ;; manage regions from a web interface.
- ;# {enabled} {} {Enable the remote admin interface?} {true false} false
- ; enabled = false
- ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
- ;; Set this to a nonzero value to have remote admin use a different port
- ; port = 0
- ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
- ;; This password is required to make any XMLRPC call (should be set as
- ;; the "password" parameter)
- ; access_password = ""
- ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
- ;; List the IP addresses allowed to call RemoteAdmin
- ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
- ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
- ; access_ip_addresses =
- ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
- ;; set this variable to true if you want the create_region XmlRpc
- ;; call to unconditionally enable voice on all parcels for a newly
- ;; created region
- ; create_region_enable_voice = false
- ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
- ;; set this variable to false if you want the create_region XmlRpc
- ;; call to create all regions as private per default (can be
- ;; overridden in the XmlRpc call)
- ; create_region_public = false
- ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
- ;; enable only those methods you deem to be appropriate using a | delimited
- ;; whitelist.
- ;; For example:
- ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
- ;; if this parameter is not specified but enabled = true, all methods
- ;; will be available
- ; enabled_methods = all
- ;; specify the default appearance for an avatar created through the remote
- ;; admin interface
- ;; This will only take effect is the file specified by the
- ;; default_appearance setting below exists
- ; default_male = Default Male
- ; default_female = Default Female
- ;; Update appearance copies inventory items and wearables of default
- ;; avatars. if this value is false, just worn assets are copied to the
- ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
- ;; The receiver will wear the same items the default avatar did wear.
- ; copy_folders = false
- ;; Path to default appearance XML file that specifies the look of the
- ;; default avatars
- ; default_appearance = default_appearance.xml
- [Wind]
- ;# {enabled} {} {Enable wind module?} {true false} true
- ;; Enables the wind module.
- ; enabled = true
- ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
- ;; How often should wind be updated, as a function of world frames.
- ;; Approximately 50 frames a second
- ; wind_update_rate = 150
- ;; The Default Wind Plugin to load
- ; wind_plugin = SimpleRandomWind
- ;; These settings are specific to the ConfigurableWind plugin
- ;; To use ConfigurableWind as the default, simply change wind_plugin
- ;; to ConfigurableWind and uncomment the following.
- ; avg_strength = 5.0
- ; avg_direction = 0.0
- ; var_strength = 5.0
- ; var_direction = 30.0
- ; rate_change = 1.0
- ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
- ;; This setting is specific to the SimpleRandomWind plugin
- ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
- ; strength = 1.0
- [LightShare]
- ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
- ;; This enables the transmission of Windlight scenes to supporting clients,
- ;; such as the Meta7 viewer.
- ;; It has no ill effect on viewers which do not support server-side
- ;; windlight settings.
- ; enable_windlight = false
- [Materials]
- ;# {enable_materials} {} {Enable Materials support?} {true false} true
- ;; This enables the use of Materials.
- ; enable_materials = true
- [DataSnapshot]
- ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
- ;; 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
- ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
- ;; The variable data_exposure controls what the regions expose:
- ;; minimum: exposes only things explicitly marked for search
- ;; all: exposes everything
- ; data_exposure = minimum
- ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
- ;; If search is on, change this to your grid name; will be ignored for
- ;; standalones
- ; gridname = "OSGrid"
- ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
- ;; 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"
- ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
- ; 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]
- ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
- ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
- ; There is no intention to implement anything further in core OpenSimulator.
- ; This functionality has to be provided by third party modules.
- ;; Enables selling things for $0. Default is true.
- ; SellEnabled = true
- ;# {PriceUpload} {} {Price for uploading?} {} 0
- ;; Money Unit fee to upload textures, animations etc. Default is 0.
- ; PriceUpload = 0
- ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
- ;; Money Unit fee to create groups. Default is 0.
- ; PriceGroupCreate = 0
- [XEngine]
- ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
- ;; 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
- ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
- ;; 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 script engine thread in bytes.
- ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
- ;; The trade-off may be increased memory usage by the script engine.
- ; ThreadStackSize = 262144
- ;; Set this to true (the default) to load each script into a separate
- ;; AppDomain.
- ;;
- ;; Setting this to false will load all script assemblies into the
- ;; current AppDomain, which will significantly improve script loading times.
- ;; It will also reduce initial per-script memory overhead.
- ;;
- ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
- ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
- ;; Some Windows users have also reported script loading problems when AppDomainLoading = false
- ; AppDomainLoading = true
- ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
- ;; co-op will be more stable but this option is currently experimental.
- ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
- ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
- ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
- ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
- ;; Current valid values are "abort" and "co-op"
- ; ScriptStopStrategy = abort
-
- ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
- ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
- ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
- ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
- ;; by scripts have changed.
- ; DeleteScriptsOnStartup = true
- ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
- ;; Default language for scripts
- ; DefaultCompileLanguage = "lsl"
- ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
- ;; List of allowed languages (lsl,vb,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 user of mod* functions. This allows a script to pass messages
- ;; to a region module via the modSendCommand() function
- ;; Default is false
- ; AllowMODFunctions = false
- ;# {AllowOSFunctions} {Enabled:true} {Allow OSFunctions? (DANGEROUS!)} {true false} false
- ;; Allow the use of os* functions (some are dangerous)
- ; AllowOSFunctions = false
- ;# {AllowLightShareFunctions} {Enabled:false [LightShare]enable_windlight:true} {Allow LightShare functions?} {true false} false
- ; Allow the use of LightShare functions.
- ; The setting enable_windlight = true must also be enabled in the [LightShare] section.
- ; AllowLightShareFunctions = false
- ;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow
- ;; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
- ;; See http://opensimulator.org/wiki/Threat_level for more information on these levels.
- ;; We do not recommend that use set a general level above Low unless you have a high level of trust
- ;; in all the users that can run scripts in your simulator. It is safer to explicitly
- ;; allow certain types of user to run higher threat level OSSL functions, as detailed later on.
- OSFunctionThreatLevel = VeryLow
- ; 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
-
- ; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
- ; - PARCEL_GROUP_MEMBER: allow if the object group is the same group as the parcel
- ; - PARCEL_OWNER: allow if the object owner is the parcel owner
- ; - ESTATE_MANAGER: allow if the object owner is an estate manager
- ; - ESTATE_OWNER: allow if the object owner is the estate owner
- ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...
- ; You can also use script creators as the uuid
- ; Creators_osSetRegionWaterHeight = <uuid>, ...
- ; If both Allow_ and Creators_ are given, effective permissions
- ; are the union of the two.
- ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
- ;; Time a script can spend in an event handler before it is interrupted
- ; EventLimit = 30
- ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
- ;; If a script overruns it's event limit, kill the script?
- ; KillTimedOutScripts = false
- ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
- ;; Sets the multiplier for the scripting delays
- ; ScriptDelayFactor = 1.0
- ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
- ;; The factor the 10 m distances limits are multiplied by
- ; ScriptDistanceLimitFactor = 1.0
- ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
- ;; Maximum length of notecard line read
- ;; Increasing this to large values potentially opens
- ;; up the system to malicious scripters
- ; NotecardLineReadCharsMax = 255
- ;# {SensorMaxRange} {} {Sensor range} {} 96.0
- ;; Sensor settings
- ; SensorMaxRange = 96.0
- ;# {SensorMaxResults} {} {Max sensor results returned?} {}
- ; SensorMaxResults = 16
- ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
- ;; Disable underground movement of prims (default true); set to
- ;; false to allow script controlled underground positioning of
- ;; prims
- ; DisableUndergroundMovement = true
- ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
- ;; Path to script engine assemblies
- ;; Default is ./bin/ScriptEngines
- ; ScriptEnginesPath = "ScriptEngines"
- [MRM]
- ;; Enables the Mini Region Modules Script Engine.
- ; Enabled = false
- ;; Runs MRM in a Security Sandbox
- ;; WARNING: DISABLING IS A SECURITY RISK.
- ; Sandboxed = true
- ;; The level sandbox to use, adjust at your OWN RISK.
- ;; Valid values are:
- ;; * FullTrust
- ;; * SkipVerification
- ;; * Execution
- ;; * Nothing
- ;; * LocalIntranet
- ;; * Internet
- ;; * Everything
- ; SandboxLevel = "Internet"
- ;; Only allow Region Owners to run MRMs
- ;; May represent a security risk if you disable this.
- ; OwnerOnly = true
- [FreeSwitchVoice]
- ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
- ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
- ; Enabled = false
- ;; You need to load a local service for a standalone, and a remote service
- ;; for a grid region. Use one of the lines below, as appropriate
- ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
- ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
- ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
- ;; If using a remote connector, specify the server URL
- ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
- [Groups]
- ;# {Enabled} {} {Enable groups?} {true false} false
- ;; Enables the groups module
- ; Enabled = false
- ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
- ;; Minimum user level required to create groups
- ; LevelGroupCreate = 0
- ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
- ;; The default module can use a PHP XmlRpc server from the Flotsam project at
- ;; http://code.google.com/p/flotsam/
- ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
- ; Module = Default
- ;; or... use Groups Module V2, which works for standalones and robust grids
- ; Module = "Groups Module V2"
- ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
- ; StorageProvider = OpenSim.Data.MySQL.dll
- ;# {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
- ;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
- ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
- ;; -- for Simian Groups use SimianGroupsServicesConnector
- ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
- ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
- ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
- ;; Note that the quotes "" around the words are important!
- ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
- ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
- ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
- ; LocalService = local
- ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
- ;; URI for the groups services of this grid
- ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
- ;; or http://mygridserver.com:82/Grid/ for SimianGrid
- ;; or http:://mygridserver.com:8003 for robust, V2
- ;; Leave it commented for standalones, V2
- ; GroupsServerURI = ""
- ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
- ;; Used for V2 in HG only. For example
- ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
- ;; If you have this set under [Startup], no need to set it here, leave it commented
- ; HomeURI = ""
- ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
- ; MessagingEnabled = true
- ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
- ; MessagingModule = GroupsMessagingModule
- ;; or use V2 for Groups V2
- ; MessagingModule = "Groups Messaging Module V2"
- ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
- ;; Enable Group Notices
- ; NoticesEnabled = true
- ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
- ; Experimental option to only message online users rather than all users
- ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
- ; Applies Flotsam Group only. V2 has this always on, no other option
- ; MessageOnlineUsersOnly = false
- ;; This makes the Groups modules very chatty on the console.
- ; DebugEnabled = false
- ;; XmlRpc Security settings. These must match those set on your backend
- ;; groups service if the service is using these keys
- ; XmlRpcServiceReadKey = 1234
- ; XmlRpcServiceWriteKey = 1234
- [InterestManagement]
- ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
- ;; This section controls how state updates are prioritized for each client
- ;; Valid values are BestAvatarResponsiveness, Time, Distance,
- ;; SimpleAngularDistance, FrontBack
- ; UpdatePrioritizationScheme = BestAvatarResponsiveness
- [MediaOnAPrim]
- ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
- ;; Enable media on a prim facilities
- ; Enabled = true;
- [NPC]
- ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
- ; Enabled = false
- [Terrain]
- ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
- ; InitialTerrain = "pinhead-island"
- [UserProfiles]
- ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
- ;; Set the value of the url to your UserProfilesService
- ;; If un-set / "" the module is disabled
- ;; ProfileServiceURL = http://127.0.0.1:8002
- [Architecture]
- ;# {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
- ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
- ;; uncomment Include-Architecture = "config-include/Standalone.ini"
- ;;
- ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
- ;; that the referenced .ini file goes on to include.
- ;;
- ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
- ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
- ;; editing it to set the database and backend services that OpenSim will use.
- ;;
- ; Include-Architecture = "config-include/Standalone.ini"
- ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
- ; Include-Architecture = "config-include/Grid.ini"
- ; Include-Architecture = "config-include/GridHypergrid.ini"
- ; Include-Architecture = "config-include/SimianGrid.ini"
- ; Include-Architecture = "config-include/HyperSimianGrid.ini"
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