OpenSim.ini.example 35 KB

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  1. ;; This is the main configuration file for OpenSimulator. If it's named OpenSim.ini
  2. ;; then it will be loaded by OpenSimulator. If it's named OpenSim.ini.example then
  3. ;; you will need to copy it to OpenSim.ini first (if that file does not already exist)
  4. ;;
  5. ;; If you are copying, then once you have copied OpenSim.ini.example to OpenSim.ini you will
  6. ;; need to pick an architecture in the [Architecture] section at the end of this file.
  7. ;;
  8. ;; The settings in this file are in the form "<key> = <value>". For example, save_crashes = false
  9. ;; in the [Startup] section below.
  10. ;;
  11. ;; All settings are initially commented out and the default value used, as found in
  12. ;; OpenSimDefaults.ini. To change a setting, first uncomment it by deleting the initial semicolon (;)
  13. ;; and then change the value. This will override the value in OpenSimDefaults.ini
  14. ;;
  15. ;; If you want to find out what configuration OpenSimulator has finished with once all the configuration
  16. ;; files are loaded then type "config show" on the region console command line.
  17. ;;
  18. ;;
  19. ;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
  20. ;;
  21. ;; All leading white space is ignored, but preserved.
  22. ;;
  23. ;; Double semicolons denote a text comment
  24. ;;
  25. ;; ;# denotes a configuration directive description
  26. ;; formatted as:
  27. ;; {option} {depends on} {question to ask} {choices} default value
  28. ;; Any text comments following the declaration, up to the next blank line.
  29. ;; will be copied to the generated file (NOTE: generation is not yet implemented)
  30. ;; A * in the choices list will allow an empty entry.
  31. ;; An empty question will set the default if the dependencies are
  32. ;; satisfied.
  33. ;;
  34. ;; ; denotes a commented out option.
  35. ;; Any options added to OpenSim.ini.example should be initially commented out.
  36. [Startup]
  37. ;# {save_crashes} {} {Save crashes to disk?} {true false} false
  38. ;; Set this to true if you want to log crashes to disk
  39. ;; this can be useful when submitting bug reports.
  40. ;; However, this will only log crashes within OpenSimulator that cause the entire program to exit
  41. ;; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures.
  42. ;; You will need to capture these native stack traces by recording the session log itself.
  43. ; save_crashes = false
  44. ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
  45. ;; Directory to save crashes to if above is enabled
  46. ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
  47. ; crash_dir = "crashes"
  48. ;# {PIDFile} {} {Path to PID file?} {}
  49. ;; Place to create a PID file
  50. ; PIDFile = "/tmp/my.pid"
  51. ;; Determine where OpenSimulator looks for the files which tell it
  52. ;; which regions to server
  53. ;; Default is "filesystem"
  54. ; region_info_source = "filesystem"
  55. ; region_info_source = "web"
  56. ;; Determines where the region XML files are stored if you are loading
  57. ;; these from the filesystem.
  58. ;; Defaults to bin/Regions in your OpenSimulator installation directory
  59. ; regionload_regionsdir="C:\somewhere\xmlfiles\"
  60. ;; Determines the page from which regions xml is retrieved if you are
  61. ;; loading these from the web.
  62. ;; The XML here has the same format as it does on the filesystem
  63. ;; (including the <Root> tag), except that everything is also enclosed
  64. ;; in a <Regions> tag.
  65. ; regionload_webserver_url = "http://example.com/regions.xml";
  66. ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
  67. ;; Allow the simulator to start up if there are no region configuration available
  68. ;; from the selected region_info_source.
  69. ; allow_regionless = false
  70. ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
  71. ;; Maximum size for non-physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonphysicalPrimMax!).
  72. ; NonPhysicalPrimMax = 256
  73. ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10
  74. ;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file.
  75. ; PhysicalPrimMax = 10
  76. ;; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
  77. ;; This can be overriden in the region config file.
  78. ; ClampPrimSize = false
  79. ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
  80. ;; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
  81. ;; This only applies when crossing to a region running in a different simulator.
  82. ;; For crossings where the regions are on the same simulator the script is always kept running.
  83. ; AllowScriptCrossing = true
  84. ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
  85. ;; Allow compiled script binary code to cross region boundaries.
  86. ;; If you set this to "true", any region that can teleport to you can
  87. ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
  88. ;; YOU HAVE BEEN WARNED!!!
  89. ; TrustBinaries = false
  90. ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content!)} {true false} false
  91. ;; Combine all contiguous regions into one large megaregion
  92. ;; Order your regions from South to North, West to East in your regions.ini
  93. ;; and then set this to true
  94. ;; Warning! Don't use this with regions that have existing content!,
  95. ;; This will likely break them
  96. ; CombineContiguousRegions = false
  97. ;; If you have only one region in an instance, or to avoid the many bugs
  98. ;; that you can trigger in modules by restarting a region, set this to
  99. ;; true to make the entire instance exit instead of restarting the region.
  100. ;; This is meant to be used on systems where some external system like
  101. ;; Monit will restart any instance that exits, thereby making the shutdown
  102. ;; into a restart.
  103. ; InworldRestartShutsDown = false
  104. ;; Persistence of changed objects happens during regular sweeps. The
  105. ;; following control that behaviour to prevent frequently changing objects
  106. ;; from heavily loading the region data store.
  107. ;; If both of these values are set to zero then persistence of all changed
  108. ;; objects will happen on every sweep.
  109. ;; Objects will be considered for persistance in the next sweep when they
  110. ;; have not changed for this number of seconds.
  111. ; MinimumTimeBeforePersistenceConsidered = 60
  112. ;; Objects will always be considered for persistance in the next sweep
  113. ;; if the first change occurred this number of seconds ago.
  114. ; MaximumTimeBeforePersistenceConsidered = 600
  115. ;; Should avatars in neighbor sims see objects in this sim?
  116. ; see_into_this_sim_from_neighbor = true
  117. ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
  118. ;; if you would like to allow prims to be physical and move by physics
  119. ;; with the physical checkbox in the client set this to true.
  120. ; physical_prim = true
  121. ;; Select a mesher here.
  122. ;;
  123. ;; Meshmerizer properly handles complex prims by using triangle meshes.
  124. ;; Note that only the ODE physics engine currently deals with meshed
  125. ;; prims in a satisfactory way.
  126. ;; ZeroMesher is faster but leaves the physics engine to model the mesh
  127. ;; using the basic shapes that it supports.
  128. ;; Usually this is only a box.
  129. ;; Default is Meshmerizer
  130. ; meshing = Meshmerizer
  131. ; meshing = ZeroMesher
  132. ;; Choose one of the physics engines below
  133. ;; OpenDynamicsEngine is by some distance the most developed physics engine
  134. ;; BulletSim is incomplete and experimental but in active development
  135. ;; basicphysics effectively does not model physics at all, making all objects phantom
  136. ;; Default is OpenDynamicsEngine
  137. ; physics = OpenDynamicsEngine
  138. ; physics = BulletSim
  139. ; physics = basicphysics
  140. ; physics = POS
  141. ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by space} {} DefaultPermissionsModule
  142. ;; Permission modules to use, separated by space.
  143. ; permissionmodules = "DefaultPermissionsModule"
  144. ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
  145. ;; These are the parameters for the default permissions module
  146. ;;
  147. ;; If set to false, then, in theory, the server never carries out
  148. ;; permission checks (allowing anybody to copy
  149. ;; any item, etc. This may not yet be implemented uniformally.
  150. ;; If set to true, then all permissions checks are carried out
  151. ; serverside_object_permissions = true
  152. ;; This allows users with a UserLevel of 200 or more to assume god
  153. ;; powers in the regions in this simulator.
  154. ; allow_grid_gods = false
  155. ;; This allows some control over permissions
  156. ;; please note that this still doesn't duplicate SL, and is not intended to
  157. ; region_owner_is_god = true
  158. ; region_manager_is_god = false
  159. ; parcel_owner_is_god = true
  160. ;; Default script engine to use. Currently, we only have XEngine
  161. ; DefaultScriptEngine = "XEngine"
  162. ;; Map tile options. You can choose to generate no map tiles at all,
  163. ;; generate normal maptiles, or nominate an uploaded texture to
  164. ;; be the map tile
  165. ; GenerateMaptiles = true
  166. ;; If desired, a running region can update the map tiles periodically
  167. ;; to reflect building activity. This names no sense of you don't have
  168. ;; prims on maptiles. Value is in seconds.
  169. ; MaptileRefresh = 0
  170. ;; If not generating maptiles, use this static texture asset ID
  171. ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
  172. ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
  173. ;; Use terrain texture for maptiles if true, use shaded green if false
  174. ; TextureOnMapTile = true
  175. ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
  176. ;; Draw objects on maptile. This step might take a long time if you've
  177. ;; got a large number of objects, so you can turn it off here if you'd like.
  178. ; DrawPrimOnMapTile = true
  179. ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if required
  180. ; HttpProxy = "http://proxy.com:8080"
  181. ;; 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
  182. ;; For example, servers inside your firewall.
  183. ;; Separate patterns with a ';'
  184. ; HttpProxyExceptions = ".mydomain.com;localhost"
  185. ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
  186. ;; The email module requires some configuration. It needs an SMTP
  187. ;; server to send mail through.
  188. ; emailmodule = DefaultEmailModule
  189. ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} (true false) true
  190. ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
  191. ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
  192. ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
  193. ;; by scripts have changed.
  194. ; DeleteScriptsOnStartup = true
  195. [SMTP]
  196. ;; The SMTP server enabled the email module to send email to external
  197. ;; destinations.
  198. ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
  199. ;; Enable sending email via SMTP
  200. ; enabled = false
  201. ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
  202. ; internal_object_host = lsl.opensim.local
  203. ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
  204. ; host_domain_header_from = "127.0.0.1"
  205. ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
  206. ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
  207. ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
  208. ; SMTP_SERVER_PORT = 25
  209. ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
  210. ; SMTP_SERVER_LOGIN = ""
  211. ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
  212. ; SMTP_SERVER_PASSWORD = ""
  213. [Network]
  214. ;; Configure the remote console user here. This will not actually be used
  215. ;; unless you use -console=rest at startup.
  216. ; ConsoleUser = "Test"
  217. ; ConsolePass = "secret"
  218. ; console_port = 0
  219. ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
  220. ;; Simulator HTTP port. This is not the region port, but the port the
  221. ;; entire simulator listens on. This port uses the TCP protocol, while
  222. ;; the region ports use UDP.
  223. ; http_listener_port = 9000
  224. ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
  225. ;; Hostname to use in llRequestURL/llRequestSecureURL
  226. ;; if not defined - default machine name is being used
  227. ;; (on Windows this mean NETBIOS name - useably only inside local network)
  228. ; ExternalHostNameForLSL = "127.0.0.1"
  229. ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
  230. ;; What is reported as the "X-Secondlife-Shard"
  231. ;; Defaults to the user server url if not set
  232. ;; The old default is "OpenSim", set here for compatibility
  233. ;; The below is not commented for compatibility.
  234. shard = "OpenSim"
  235. ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
  236. ;; What is reported as the "User-Agent" when using llHTTPRequest
  237. ;; Defaults to not sent if not set here. See the notes section in the wiki
  238. ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
  239. ;; " (Mozilla Compatible)" to the text where there are problems with a web server
  240. ; user_agent = "OpenSim LSL (Mozilla Compatible)"
  241. [ClientStack.LindenUDP]
  242. ;; See OpensSimDefaults.ini for the throttle options. You can copy the
  243. ;; relevant sections and override them here.
  244. ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
  245. ;; with the next update!
  246. ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
  247. ;; Quash and remove any light properties from attachments not on the
  248. ;; hands. This allows flashlights and lanterns to function, but kills
  249. ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
  250. ;; will also be affected.
  251. ;; This is especially important in artistic builds that depend on lights
  252. ;; on the build for their appearance, since facelights will cause the
  253. ;; building's lights to possibly not be rendered.
  254. ; DisableFacelights = "false"
  255. [ClientStack.LindenCaps]
  256. ;; For the long list of capabilities, see OpenSimDefaults.ini
  257. ;; Here are the few ones you may want to change. Possible values
  258. ;; are:
  259. ;; "" -- empty, capability disabled
  260. ;; "localhost" -- capability enabled and served by the simulator
  261. ;; "<url>" -- capability enabled and served by some other server
  262. ;;
  263. ; These are enabled by default to localhost. Change if you see fit.
  264. Cap_GetTexture = "localhost"
  265. Cap_GetMesh = "localhost"
  266. ; This is disabled by default. Change if you see fit. Note that
  267. ; serving this cap from the simulators may lead to poor performace.
  268. Cap_WebFetchInventoryDescendents = ""
  269. [SimulatorFeatures]
  270. ; Experimental new information sent in SimulatorFeatures cap for Kokua viewers
  271. ; meant to override the MapImage and search server url given at login, and varying
  272. ; on a sim-basis.
  273. ; Viewers that don't understand it, will ignore it
  274. ;MapImageServerURI = "http://127.0.0.1:9000/"
  275. ;SearchServerURI = "http://127.0.0.1:9000/"
  276. [Chat]
  277. ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
  278. ;; Distance in meters that whispers should travel.
  279. ; whisper_distance = 10
  280. ;# {say_distance} {} {Distance at which normal chat is heard, in meters? (SL uses 20 here)} {} 30
  281. ;; Distance in meters that ordinary chat should travel.
  282. ; say_distance = 30
  283. ;# {shout_distance} {Distance at which a shout is heard, in meters?} {} 100
  284. ;; Distance in meters that shouts should travel.
  285. ; shout_distance = 100
  286. [Messaging]
  287. ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule *}
  288. ;; Module to handle offline messaging. The core module requires an external
  289. ;; web service to do this. See OpenSim wiki.
  290. ; OfflineMessageModule = OfflineMessageModule
  291. ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule} {URL of offline messaging service} {}
  292. ;; URL of web service for offline message storage
  293. ; OfflineMessageURL = http://yourserver/Offline.php
  294. ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
  295. ;; Mute list handler (not yet implemented). MUST BE SET to allow offline
  296. ;; messages to work
  297. ; MuteListModule = MuteListModule
  298. ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
  299. ;; URL of the web service that serves mute lists. Not currently used, but
  300. ;; must be set to allow offline messaging to work.
  301. ; MuteListURL = http://yourserver/Mute.php
  302. ;; Control whether group messages are forwarded to offline users.
  303. ;; Default is true.
  304. ;; This applies to the core groups module (Flotsam) only.
  305. ; ForwardOfflineGroupMessages = true
  306. [ODEPhysicsSettings]
  307. ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
  308. ;; Do we want to mesh sculpted prim to collide like they look?
  309. ;; If you are seeing sculpt texture decode problems
  310. ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
  311. ;; then you might want to try setting this to false.
  312. ; mesh_sculpted_prim = true
  313. ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false
  314. ;; If you would like physics joints to be enabled through a special naming
  315. ;; convention in the client, set this to true.
  316. ;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
  317. ; use_NINJA_physics_joints = false
  318. [RemoteAdmin]
  319. ;; This is the remote admin module, which uses XMLRPC requests to
  320. ;; manage regions from a web interface.
  321. ;# {enabled} {} {Enable the remote admin interface?} {true false} false
  322. ; enabled = false
  323. ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
  324. ;; Set this to a nonzero value to have remote admin use a different port
  325. ; port = 0
  326. ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
  327. ;; This password is required to make any XMLRPC call (should be set as
  328. ;; the "password" parameter)
  329. ; access_password = ""
  330. ;# List the IP addresses allowed to call RemoteAdmin
  331. ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
  332. ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
  333. ; access_ip_addresses =
  334. ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
  335. ;; set this variable to true if you want the create_region XmlRpc
  336. ;; call to unconditionally enable voice on all parcels for a newly
  337. ;; created region
  338. ; create_region_enable_voice = false
  339. ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
  340. ;; set this variable to false if you want the create_region XmlRpc
  341. ;; call to create all regions as private per default (can be
  342. ;; overridden in the XmlRpc call)
  343. ; create_region_public = false
  344. ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
  345. ;; enable only those methods you deem to be appropriate using a | delimited
  346. ;; whitelist.
  347. ;; For example:
  348. ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
  349. ;; if this parameter is not specified but enabled = true, all methods
  350. ;; will be available
  351. ; enabled_methods = all
  352. ;; specify the default appearance for an avatar created through the remote
  353. ;; admin interface
  354. ;; This will only take effect is the file specified by the
  355. ;; default_appearance setting below exists
  356. ; default_male = Default Male
  357. ; default_female = Default Female
  358. ;; Update appearance copies inventory items and wearables of default
  359. ;; avatars. if this value is false, just worn assets are copied to the
  360. ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
  361. ;; The receiver will wear the same items the default avatar did wear.
  362. ; copy_folders = false
  363. ;; Path to default appearance XML file that specifies the look of the
  364. ;; default avatars
  365. ; default_appearance = default_appearance.xml
  366. [Wind]
  367. ;# {enabled} {} {Enable wind module?} {true false} true
  368. ;; Enables the wind module.
  369. ; enabled = true
  370. ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
  371. ;; How often should wind be updated, as a function of world frames.
  372. ;; Approximately 50 frames a second
  373. ; wind_update_rate = 150
  374. ;; The Default Wind Plugin to load
  375. ; wind_plugin = SimpleRandomWind
  376. ;; These settings are specific to the ConfigurableWind plugin
  377. ;; To use ConfigurableWind as the default, simply change wind_plugin
  378. ;; to ConfigurableWind and uncomment the following.
  379. ; avg_strength = 5.0
  380. ; avg_direction = 0.0
  381. ; var_strength = 5.0
  382. ; var_direction = 30.0
  383. ; rate_change = 1.0
  384. ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
  385. ;; This setting is specific to the SimpleRandomWind plugin
  386. ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
  387. ; strength = 1.0
  388. [LightShare]
  389. ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
  390. ;; This enables the transmission of Windlight scenes to supporting clients,
  391. ;; such as the Meta7 viewer.
  392. ;; It has no ill effect on viewers which do not support server-side
  393. ;; windlight settings.
  394. ;; Currently we only have support for MySQL databases.
  395. ; enable_windlight = false
  396. [DataSnapshot]
  397. ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
  398. ;; The following set of configs pertains to search.
  399. ;; Set index_sims to true to enable search engines to index your
  400. ;; searchable data.
  401. ;; If false, no data will be exposed, DataSnapshot module will be off,
  402. ;; and you can ignore the rest of these search-related configs.
  403. ; index_sims = false
  404. ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
  405. ;; The variable data_exposure controls what the regions expose:
  406. ;; minimum: exposes only things explicitly marked for search
  407. ;; all: exposes everything
  408. ; data_exposure = minimum
  409. ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
  410. ;; If search is on, change this to your grid name; will be ignored for
  411. ;; standalones
  412. ; gridname = "OSGrid"
  413. ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
  414. ;; Period between data snapshots, in seconds. 20 minutes, for starters,
  415. ;; so that you see the initial changes fast.
  416. ;; Later, you may want to increase this to 3600 (1 hour) or more
  417. ; default_snapshot_period = 1200
  418. ;; This will be created in bin, if it doesn't exist already. It will hold
  419. ;; the data snapshots.
  420. ; snapshot_cache_directory = "DataSnapshot"
  421. ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
  422. ; This semicolon-separated string serves to notify specific data services
  423. ; about the existence of this sim. Uncomment if you want to index your
  424. ; data with this and/or other search providers.
  425. ; data_services="http://metaverseink.com/cgi-bin/register.py"
  426. [Economy]
  427. ;; The economy module is not enabled by default and there is no easy,
  428. ;; menu controlled way to do this. To enabled this module, insert
  429. ;; economymodule = BetaGridLikeMoneyModule
  430. ;; into the startup section (at the top of this file).
  431. ;; Then configure the options below as needed.
  432. ;; Enables selling things for $0
  433. ; SellEnabled = "false"
  434. ;; Money Unit fee to upload textures, animations etc
  435. ; PriceUpload = 0
  436. ;; Money Unit fee to create groups
  437. ; PriceGroupCreate = 0
  438. [XEngine]
  439. ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
  440. ;; Enable this engine in this OpenSim instance
  441. ; Enabled = true
  442. ;; How many threads to keep alive even if nothing is happening
  443. ; MinThreads = 2
  444. ;; How many threads to start at maximum load
  445. ; MaxThreads = 100
  446. ;; Time a thread must be idle (in seconds) before it dies
  447. ; IdleTimeout = 60
  448. ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
  449. ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
  450. ;; "Highest")
  451. ; Priority = "BelowNormal"
  452. ;; Maximum number of events to queue for a script (excluding timers)
  453. ; MaxScriptEventQueue = 300
  454. ;; Stack size per thread created
  455. ; ThreadStackSize = 262144
  456. ;; Set this to true (the default) to load each script into a separate
  457. ;; AppDomain. Setting this to false will load all script assemblies into the
  458. ;; current AppDomain, which will reduce the per-script overhead at the
  459. ;; expense of reduced security and the inability to garbage collect the
  460. ;; script assemblies
  461. ; AppDomainLoading = true
  462. ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
  463. ;; Default language for scripts
  464. ; DefaultCompileLanguage = "lsl"
  465. ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
  466. ;; List of allowed languages (lsl,vb,cs)
  467. ;; AllowedCompilers=lsl,cs,js,vb.
  468. ;; *warning*, non lsl languages have access to static methods such as
  469. ;; System.IO.File. Enable at your own risk.
  470. ; AllowedCompilers = "lsl"
  471. ;; Compile debug info (line numbers) into the script assemblies
  472. ; CompileWithDebugInformation = true
  473. ;; Allow the user of mod* functions. This allows a script to pass messages
  474. ;; to a region module via the modSendCommand() function
  475. ;; Default is false
  476. ; AllowMODFunctions = false
  477. ;# {AllowOSFunctions} {Enabled:true} {Allow OSFunctions? (DANGEROUS!)} {true false} false
  478. ;; Allow the use of os* functions (some are dangerous)
  479. ; AllowOSFunctions = false
  480. ;# {AllowLightShareFunctions} {Enabled:true [LightShare]enable_windlight:true} {Allow LightShare functions?} {true false} true
  481. ; Allow the user of LightShare functions
  482. ; AllowLightShareFunctions = false
  483. ;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow
  484. ;; Threat level to allow, one of None, VeryLow, Low, Moderate, High,
  485. ;; VeryHigh, Severe
  486. OSFunctionThreatLevel = VeryLow
  487. ; OS Functions enable/disable
  488. ; For each function, you can add one line, as shown
  489. ; The default for all functions allows them if below threat level
  490. ; true allows the use of the function unconditionally
  491. ; Allow_osSetRegionWaterHeight = true
  492. ; false disables the function completely
  493. ; Allow_osSetRegionWaterHeight = false
  494. ; Comma separated list of UUIDS allows the function for that list of UUIDS
  495. ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
  496. ; You can also use script creators as the uuid
  497. ; Creators_osSetRegionWaterHeight = <uuid>, ...
  498. ; If both Allow_ and Creators_ are given, effective permissions
  499. ; are the union of the two.
  500. ;; Time a script can spend in an event handler before it is interrupted
  501. ; EventLimit = 30
  502. ;; If a script overruns it's event limit, kill the script?
  503. ; KillTimedOutScripts = false
  504. ;; Sets the multiplier for the scripting delays
  505. ; ScriptDelayFactor = 1.0
  506. ;; The factor the 10 m distances llimits are multiplied by
  507. ; ScriptDistanceLimitFactor = 1.0
  508. ;; Maximum length of notecard line read
  509. ;; Increasing this to large values potentially opens
  510. ;; up the system to malicious scripters
  511. ; NotecardLineReadCharsMax = 255
  512. ;; Sensor settings
  513. ; SensorMaxRange = 96.0
  514. ; SensorMaxResults = 16
  515. ;; Disable underground movement of prims (default true); set to
  516. ;; false to allow script controlled underground positioning of
  517. ;; prims
  518. ; DisableUndergroundMovement = true
  519. ;; Path to script engine assemblies
  520. ;; Default is ./bin/ScriptEngines
  521. ; ScriptEnginesPath = "ScriptEngines"
  522. [MRM]
  523. ;; Enables the Mini Region Modules Script Engine.
  524. ; Enabled = false
  525. ;; Runs MRM in a Security Sandbox
  526. ;; WARNING: DISABLING IS A SECURITY RISK.
  527. ; Sandboxed = true
  528. ;; The level sandbox to use, adjust at your OWN RISK.
  529. ;; Valid values are:
  530. ;; * FullTrust
  531. ;; * SkipVerification
  532. ;; * Execution
  533. ;; * Nothing
  534. ;; * LocalIntranet
  535. ;; * Internet
  536. ;; * Everything
  537. ; SandboxLevel = "Internet"
  538. ;; Only allow Region Owners to run MRMs
  539. ;; May represent a security risk if you disable this.
  540. ; OwnerOnly = true
  541. [FreeSwitchVoice]
  542. ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
  543. ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
  544. ; Enabled = false
  545. ;; You need to load a local service for a standalone, and a remote service
  546. ;; for a grid region. Use one of the lines below, as appropriate
  547. ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
  548. ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
  549. ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
  550. ;; If using a remote connector, specify the server URL
  551. ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
  552. [Groups]
  553. ;# {Enabled} {} {Enable groups?} {true false} false
  554. ;; Enables the groups module
  555. ; Enabled = false
  556. ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {} Default
  557. ;; This is the current groups stub in Region.CoreModules.Avatar.Groups.
  558. ;; All the other settings below only really apply to the Flotsam/SimianGrid
  559. ;; GroupsModule.
  560. ;; This module can use a PHP XmlRpc server from the Flotsam project at
  561. ;; http://code.google.com/p/flotsam/
  562. ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
  563. ; Module = Default
  564. ;# {MessagingEnabled} {Module:GroupsModule} {Is groups messaging enabled?} {true false} true
  565. ; MessagingEnabled = true
  566. ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule} GroupsMessagingModule
  567. ; MessagingModule = GroupsMessagingModule
  568. ;# {ServicesConnectorModule} {Module:GroupsModule} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector} XmlRpcGroupsServicesConnector
  569. ;; Service connectors to the Groups Service as used in the GroupsModule. Select one depending on
  570. ;; whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
  571. ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
  572. ;# {GroupsServerURI} {Module:GroupsModule} {Groups Server URI} {}
  573. ;; URI for the groups services
  574. ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
  575. ;; or http://mygridserver.com:82/Grid/ for SimianGrid
  576. ; GroupsServerURI = ""
  577. ;# {NoticesEnabled} {Module:GroupsModule} {Enable group notices?} {true false} true
  578. ;; Enable Group Notices
  579. ; NoticesEnabled = true
  580. ;; This makes the Groups modules very chatty on the console.
  581. ; DebugEnabled = false
  582. ;; XmlRpc Security settings. These must match those set on your backend
  583. ;; groups service if the service is using these keys
  584. ; XmlRpcServiceReadKey = 1234
  585. ; XmlRpcServiceWriteKey = 1234
  586. [InterestManagement]
  587. ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
  588. ;; This section controls how state updates are prioritized for each client
  589. ;; Valid values are BestAvatarResponsiveness, Time, Distance,
  590. ;; SimpleAngularDistance, FrontBack
  591. ; UpdatePrioritizationScheme = BestAvatarResponsiveness
  592. [MediaOnAPrim]
  593. ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
  594. ;; Enable media on a prim facilities
  595. ; Enabled = true;
  596. [NPC]
  597. ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
  598. ; Enabled = false
  599. [PrimLimitsModule]
  600. ;# {EnforcePrimLimits} {} {Enforce parcel prim limits} {true false} false
  601. ;; Enable parcel prim limits. Off by default to emulate pre-existing behavior.
  602. ; EnforcePrimLimits = false
  603. [Architecture]
  604. ;# {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
  605. ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
  606. ;; uncomment Include-Architecture = "config-include/Standalone.ini"
  607. ;;
  608. ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
  609. ;; that the referenced .ini file goes on to include.
  610. ;;
  611. ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
  612. ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
  613. ;; editing it to set the database and backend services that OpenSim will use.
  614. ;;
  615. ; Include-Architecture = "config-include/Standalone.ini"
  616. ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
  617. ; Include-Architecture = "config-include/Grid.ini"
  618. ; Include-Architecture = "config-include/GridHypergrid.ini"
  619. ; Include-Architecture = "config-include/SimianGrid.ini"
  620. ; Include-Architecture = "config-include/HyperSimianGrid.ini"