OpenSim.ini.example 60 KB

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  1. ;; This is the main configuration file for OpenSimulator.
  2. ;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
  3. ;; If it's named OpenSim.ini.example then you will need to copy it to
  4. ;; OpenSim.ini first (if that file does not already exist)
  5. ;;
  6. ;; Once you have copied OpenSim.ini.example to OpenSim.ini you will at least
  7. ;; need to set the constants in the [Const] section and pick an architecture
  8. ;; in the [Architecture] section at the end of this file. The architecture
  9. ;; will require a suitable .ini file in the config-include directory, either
  10. ;; StandaloneCommon.ini or GridCommon.ini which you can copy and modify from the
  11. ;; available .example files.
  12. ;;
  13. ;; The settings in this file are in the form "<key> = <value>". For example,
  14. ;; save_crashes = false in the [Startup] section below.
  15. ;;
  16. ;; All settings are initially commented out and the default value used, as
  17. ;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
  18. ;; deleting the initial semicolon (;) and then change the value. This will
  19. ;; override the value in OpenSimDefaults.ini
  20. ;;
  21. ;; If you want to find out what configuration OpenSimulator has finished with
  22. ;; once all the configuration files are loaded then type "config show" on the
  23. ;; region console command line.
  24. ;;
  25. ;;
  26. ;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
  27. ;;
  28. ;; All leading white space is ignored, but preserved.
  29. ;;
  30. ;; Double semicolons denote a text comment
  31. ;;
  32. ;; ;# denotes a configuration directive description
  33. ;; formatted as:
  34. ;; {option} {depends on} {question to ask} {choices} default value
  35. ;; Any text comments following the declaration, up to the next blank line.
  36. ;; will be copied to the generated file (NOTE: generation is not yet
  37. ;; implemented)
  38. ;;
  39. ;; A * in the choices list will allow an empty entry.
  40. ;; An empty question will set the default if the dependencies are
  41. ;; satisfied.
  42. ;;
  43. ;; ; denotes a commented out option.
  44. ;; Any options added to OpenSim.ini.example should be initially commented
  45. ;; out.
  46. [Const]
  47. ; this section defines constants for grid services
  48. ; to simplify other configuration files default settings
  49. ;# {BaseHostname} {} {BaseHostname} {"example.com" "127.0.0.1"} "127.0.0.1"
  50. BaseHostname = "127.0.0.1"
  51. ;# {BaseURL} {} {BaseURL} {"http://${Const|BaseHostname}} "http://${Const|BaseHostname}"
  52. BaseURL = http://${Const|BaseHostname}
  53. ;# {PublicPort} {} {PublicPort} {8002 9000} "8002"
  54. PublicPort = "8002"
  55. ;grid default private port 8003, not used in standalone
  56. ;# {PrivatePort} {} {PrivatePort} {8003} "8003"
  57. ; port to access private grid services.
  58. ; grids that run all their regions should deny access to this port
  59. ; from outside their networks, using firewalls
  60. PrivatePort = "8003"
  61. [Startup]
  62. ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
  63. ;; Console prompt
  64. ;; Certain special characters can be used to customize the prompt
  65. ;; Currently, these are
  66. ;; \R - substitute region name
  67. ;; \\ - substitute \
  68. ; ConsolePrompt = "Region (\R) "
  69. ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
  70. ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
  71. ; ConsoleHistoryFileEnabled = true
  72. ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
  73. ;; The history file can be just a filename (relative to OpenSim's bin/ directory
  74. ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
  75. ; ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
  76. ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
  77. ;; How many lines of command history should we keep? (default is 100)
  78. ; ConsoleHistoryFileLines = 100
  79. ;# {ConsoleHistoryTimeStamp} {} {Time stamp commands in history file} {} false
  80. ;; Time stamp commands in history file (default false)
  81. ; ConsoleHistoryTimeStamp = false
  82. ;# {save_crashes} {} {Save crashes to disk?} {true false} false
  83. ;; Set this to true if you want to log crashes to disk
  84. ;; this can be useful when submitting bug reports.
  85. ;; However, this will only log crashes within OpenSimulator that cause the
  86. ;; entire program to exit
  87. ;; It will not log crashes caused by virtual machine failures, which
  88. ;; includes mono and ODE failures.
  89. ;; You will need to capture these native stack traces by recording the
  90. ;; session log itself.
  91. ; save_crashes = false
  92. ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
  93. ;; Directory to save crashes to if above is enabled
  94. ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
  95. ; crash_dir = "crashes"
  96. ;# {PIDFile} {} {Path to PID file?} {}
  97. ;; Place to create a PID file
  98. ; PIDFile = "/tmp/OpenSim.exe.pid"
  99. ;# {RegistryLocation} {} {Addins Registry Location} {}
  100. ; Set path to directory for addin registry if you want addins outside of bin.
  101. ; Information about the registered repositories and installed plugins will
  102. ; be stored here. The OpenSim.exe process must have R/W access to the location.
  103. ; RegistryLocation = "."
  104. ;# {ConfigDirectory} {} {Set path to directory for modular ini files} {}
  105. ; Used by region module addins. You can set this to outside bin, so that addin
  106. ; configurations will survive updates. The OpenSim.exe process must have R/W access
  107. ; to the location.
  108. ; ConfigDirectory = "."
  109. ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
  110. ;; Determine where OpenSimulator looks for the files which tell it
  111. ;; which regions to server
  112. ;; Default is "filesystem"
  113. ; region_info_source = "filesystem"
  114. ; region_info_source = "web"
  115. ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
  116. ;; Determines where the region XML files are stored if you are loading
  117. ;; these from the filesystem.
  118. ;; Defaults to bin/Regions in your OpenSimulator installation directory
  119. ; regionload_regionsdir="C:\somewhere\xmlfiles\"
  120. ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
  121. ;; Determines the page from which regions xml is retrieved if you are
  122. ;; loading these from the web.
  123. ;; The XML here has the same format as it does on the filesystem
  124. ;; (including the <Root> tag), except that everything is also enclosed
  125. ;; in a <Regions> tag.
  126. ; regionload_webserver_url = "http://example.com/regions.xml"
  127. ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
  128. ;; Allow the simulator to start up if there are no region configuration available
  129. ;; from the selected region_info_source.
  130. ; allow_regionless = false
  131. ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
  132. ;; Minimum size for non-physical prims. Affects resizing of existing
  133. ;; prims. This can be overridden in the region config file (as
  134. ;; NonPhysicalPrimMin!).
  135. ; NonPhysicalPrimMin = 0.001
  136. ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
  137. ;; Maximum size for non-physical prims. Affects resizing of existing
  138. ;; prims. This can be overridden in the region config file (as
  139. ;; NonPhysicalPrimMax!).
  140. ; NonPhysicalPrimMax = 256
  141. ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
  142. ;; Minimum size where a prim can be physical. Affects resizing of
  143. ;; existing prims. This can be overridden in the region config file.
  144. ; PhysicalPrimMin = 0.01
  145. ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
  146. ;; Maximum size where a prim can be physical. Affects resizing of
  147. ;; existing prims. This can be overridden in the region config file.
  148. ; PhysicalPrimMax = 64
  149. ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
  150. ;; If a viewer attempts to rez a prim larger than the non-physical or
  151. ;; physical prim max, clamp the dimensions to the appropriate maximum
  152. ;; This can be overridden in the region config file.
  153. ; ClampPrimSize = false
  154. ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
  155. ;; Maximum number of prims allowable in a linkset. Affects creating new
  156. ;; linksets. Ignored if less than or equal to zero.
  157. ;; This can be overridden in the region config file.
  158. ; LinksetPrims = 0
  159. ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
  160. ;; Allow scripts to keep running when they cross region boundaries, rather
  161. ;; than being restarted. State is reloaded on the destination region.
  162. ;; This only applies when crossing to a region running in a different
  163. ;; simulator.
  164. ;; For crossings where the regions are on the same simulator the script is
  165. ;; always kept running.
  166. ; AllowScriptCrossing = true
  167. ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
  168. ;; Allow compiled script binary code to cross region boundaries.
  169. ;; If you set this to "true", any region that can teleport to you can
  170. ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
  171. ;; YOU HAVE BEEN WARNED!!!
  172. ; TrustBinaries = false
  173. ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
  174. ;; If you have only one region in an instance, or to avoid the many bugs
  175. ;; that you can trigger in modules by restarting a region, set this to
  176. ;; true to make the entire instance exit instead of restarting the region.
  177. ;; This is meant to be used on systems where some external system like
  178. ;; Monit will restart any instance that exits, thereby making the shutdown
  179. ;; into a restart.
  180. ; InworldRestartShutsDown = false
  181. ;; Persistence of changed objects happens during regular sweeps. The
  182. ;; following control that behaviour to prevent frequently changing objects
  183. ;; from heavily loading the region data store.
  184. ;; If both of these values are set to zero then persistence of all changed
  185. ;; objects will happen on every sweep.
  186. ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
  187. ;; Objects will be considered for persistance in the next sweep when they
  188. ;; have not changed for this number of seconds.
  189. ; MinimumTimeBeforePersistenceConsidered = 60
  190. ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
  191. ;; Objects will always be considered for persistance in the next sweep
  192. ;; if the first change occurred this number of seconds ago.
  193. ; MaximumTimeBeforePersistenceConsidered = 600
  194. ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
  195. ;; if you would like to allow prims to be physical and move by physics
  196. ;; with the physical checkbox in the client set this to true.
  197. ; physical_prim = true
  198. ;; Select a mesher here.
  199. ;;
  200. ;; Meshmerizer properly handles complex prims by using triangle meshes.
  201. ;; Note that only the ODE physics engine currently deals with meshed
  202. ;; prims in a satisfactory way.
  203. ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
  204. ;; ZeroMesher is faster but leaves the physics engine to model the mesh
  205. ;; using the basic shapes that it supports.
  206. ;; Usually this is only a box.
  207. ;; Default is Meshmerizer
  208. ; meshing = Meshmerizer
  209. ; meshing = ZeroMesher
  210. ;; select ubODEMeshmerizer only with ubOde physics engine
  211. ; meshing = ubODEMeshmerizer
  212. ;; Choose one of the physics engines below
  213. ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
  214. ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
  215. ;; BulletSim supports varregions.
  216. ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
  217. ;; It continues to provide a workable physics implementation. It does not currently support varregions.
  218. ;; basicphysics effectively does not model physics at all, making all objects phantom.
  219. ;; Default is BulletSim
  220. ; physics = OpenDynamicsEngine
  221. ; physics = BulletSim
  222. ; physics = basicphysics
  223. ; physics = POS
  224. ;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
  225. ; physics = ubODE
  226. ; ubODE and OpenDynamicsEngine does allocate a lot of memory on stack. On linux you may need to increase its limit
  227. ; script opensim-ode-sh starts opensim setting that limit. You may need to increase it even more on large regions
  228. ; edit the line ulimit -s 262144, and change this last value
  229. ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
  230. ;; Default script engine to use (Xengine if all commented)
  231. ; DefaultScriptEngine = "XEngine"
  232. ;; ***DANGER***DANGER***
  233. ;; experimental engine
  234. ;; see section [YEngine] below
  235. ; DefaultScriptEngine = "YEngine"
  236. ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
  237. ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
  238. ;; required
  239. ; HttpProxy = "http://proxy.com:8080"
  240. ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
  241. ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
  242. ;; list of regular expressions for URLs that you don't want to go through
  243. ;; the proxy.
  244. ;; For example, servers inside your firewall.
  245. ;; Separate patterns with a ';'
  246. ; HttpProxyExceptions = ".mydomain.com;localhost"
  247. ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
  248. ;; The email module requires some configuration. It needs an SMTP
  249. ;; server to send mail through.
  250. ; emailmodule = DefaultEmailModule
  251. ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
  252. ;; SpawnPointRouting adjusts the landing for incoming avatars.
  253. ;; "closest" will place the avatar at the SpawnPoint located in the closest
  254. ;; available spot to the destination (typically map click/landmark).
  255. ;; "random" will place the avatar on a randomly selected spawnpoint.
  256. ;; "sequence" will place the avatar on the next sequential SpawnPoint.
  257. ; SpawnPointRouting = closest
  258. ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
  259. ;; TelehubAllowLandmark allows users with landmarks to override telehub
  260. ;; routing and land at the landmark coordinates when set to true
  261. ;; default is false
  262. ; TelehubAllowLandmark = false
  263. ;; SSL certificate validation options
  264. ;; you can allow selfsigned certificates or no official CA with next option set to true
  265. ;# {NoVerifyCertChain} {} {do not verify SSL Cert Chain} {true false} true
  266. ; NoVerifyCertChain = true
  267. ;; you can also bypass the hostname or domain verification
  268. ;# {NoVerifyCertHostname} {} {do not verify SSL Cert name versus peer name} {true false} true
  269. ; NoVerifyCertHostname = true
  270. ;; having both options true does provide encryption but with low security
  271. ;; set both true if you don't care to use SSL, they are needed to contact regions or grids that do use it.
  272. [AccessControl]
  273. ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
  274. ;; Bar (|) separated list of viewers which may gain access to the regions.
  275. ;; One can use a substring of the viewer name to enable only certain
  276. ;; versions
  277. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  278. ;; - "Imprudence" has access
  279. ;; - "Imprudence 1.3" has access
  280. ;; - "Imprudence 1.3.1" has no access
  281. ; AllowedClients = ""
  282. ;# {DeniedClients} {} {Bar (|) separated list of denied clients} {}
  283. ;; Bar (|) separated list of viewers which may not gain access to the regions.
  284. ;; One can use a Substring of the viewer name to disable only certain
  285. ;; versions
  286. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  287. ;; - "Imprudence" has no access
  288. ;; - "Imprudence 1.3" has no access
  289. ;; - "Imprudence 1.3.1" has access
  290. ;;
  291. ; DeniedClients = ""
  292. [Map]
  293. ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
  294. ;; Map tile options.
  295. ;; If true, then maptiles are generated using the MapImageModule below.
  296. ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
  297. ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
  298. ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
  299. ; GenerateMaptiles = true
  300. ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
  301. ;; The module to use in order to generate map images.
  302. ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
  303. ;; generate better images.
  304. ;MapImageModule = "MapImageModule"
  305. ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
  306. ;; If desired, a running region can update the map tiles periodically
  307. ;; to reflect building activity. This names no sense of you don't have
  308. ;; prims on maptiles. Value is in seconds.
  309. ; MaptileRefresh = 0
  310. ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
  311. ;; If not generating maptiles, use this static texture asset ID
  312. ;; This may be overridden on a per region basis in Regions.ini
  313. ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
  314. ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
  315. ;; Use terrain texture for maptiles if true, use shaded green if false
  316. ; TextureOnMapTile = true
  317. ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
  318. ;; Draw objects on maptile. This step might take a long time if you've
  319. ;; got a large number of objects, so you can turn it off here if you'd like.
  320. ; DrawPrimOnMapTile = true
  321. ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
  322. ;; Texture the faces of the prims that are rendered on the map tiles.
  323. ; TexturePrims = true
  324. ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
  325. ;; Only texture prims that have a diagonal size greater than this number
  326. ; TexturePrimSize = 48
  327. ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
  328. ;; Attempt to render meshes and sculpties on the map.
  329. ; RenderMeshes = false
  330. ;# {MapColorWater} {} {Water color for textured and shaded maps} {"#1D475F"}
  331. ; MapColorWater = "#3399FF"
  332. ;# {MapColor1} {} {Terrain color 1 for textured maps} {"#A58976"}
  333. ; MapColor1 = "#A58976"
  334. ;# {MapColor2} {} {Terrain color 2 for textured maps} {"#455931"}
  335. ; MapColor2 = "#455931"
  336. ;# {MapColor3} {} {Terrain color 3 for textured maps} {"#A29A8D"}
  337. ; MapColor3 = "#A29A8D"
  338. ;# {MapColor4} {} {Terrain color 4 for textured maps} {"#C8C8C8"}
  339. ; MapColor4 = "#C8C8C8"
  340. [Permissions]
  341. ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
  342. ;; Permission modules to use, separated by comma.
  343. ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
  344. ; permissionmodules = DefaultPermissionsModule
  345. ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
  346. ;; These are the parameters for the default permissions module
  347. ;;
  348. ;; If set to false, then, in theory, the server never carries out
  349. ;; permission checks (allowing anybody to copy
  350. ;; any item, etc. This may not yet be implemented uniformally.
  351. ;; If set to true, then all permissions checks are carried out
  352. ; serverside_object_permissions = true
  353. ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
  354. ;; This allows users with a UserLevel of 200 or more to assume god
  355. ;; powers in the regions in this simulator.
  356. ; allow_grid_gods = false
  357. ;; This allows some control over permissions
  358. ;; please note that this still doesn't duplicate SL, and is not intended to
  359. ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
  360. ;; Allow region owners to assume god powers in their regions
  361. ; region_owner_is_god = true
  362. ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
  363. ;; Allow region managers to assume god powers in regions they manage
  364. ; region_manager_is_god = false
  365. ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
  366. ;; More control over permissions
  367. ;; This is definitely not SL!
  368. ;; Provides a simple control for land owners to give build rights to
  369. ;; specific avatars in publicly accessible parcels that disallow object
  370. ;; creation in general.
  371. ;; Owners specific avatars by adding them to the Access List of the parcel
  372. ;; without having to use the Groups feature
  373. ; simple_build_permissions = false
  374. [Estates]
  375. ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
  376. ; If these values are uncommented then they will be used to create a default estate as necessary.
  377. ; New regions will be automatically assigned to that default estate.
  378. ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
  379. ;; Name for the default estate
  380. ; DefaultEstateName = My Estate
  381. ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
  382. ;; Name for default estate owner
  383. ; DefaultEstateOwnerName = FirstName LastName
  384. ; ** Standalone Estate Settings **
  385. ; The following parameters will only be used on a standalone system to
  386. ; create an estate owner that does not already exist
  387. ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
  388. ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
  389. ;; UUID will be assigned. This is normally what you want
  390. ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
  391. ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
  392. ;; Email address for the default estate owner
  393. ; DefaultEstateOwnerEMail = [email protected]
  394. ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
  395. ;; Password for the default estate owner
  396. ; DefaultEstateOwnerPassword = password
  397. [SMTP]
  398. ;; The SMTP server enabled the email module to send email to external
  399. ;; destinations.
  400. ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
  401. ;; Enable sending email via SMTP
  402. ; enabled = false
  403. ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
  404. ; internal_object_host = lsl.opensim.local
  405. ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
  406. ; host_domain_header_from = "127.0.0.1"
  407. ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
  408. ; email_pause_time = 20
  409. ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
  410. ; email_max_size = 4096
  411. ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
  412. ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
  413. ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
  414. ; SMTP_SERVER_PORT = 25
  415. ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
  416. ; SMTP_SERVER_LOGIN = ""
  417. ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
  418. ; SMTP_SERVER_PASSWORD = ""
  419. [Network]
  420. ;# {ConsoleUser} {} {User name for console account} {}
  421. ;; Configure the remote console user here. This will not actually be used
  422. ;; unless you use -console=rest at startup.
  423. ; ConsoleUser = "Test"
  424. ;# {ConsolePass} {} {Password for console account} {}
  425. ; ConsolePass = "secret"
  426. ;# {console_port} {} {Port for console connections} {} 0
  427. ; console_port = 0
  428. ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
  429. ;; Simulator HTTP port. This is not the region port, but the port the
  430. ;; entire simulator listens on. This port uses the TCP protocol, while
  431. ;; the region ports use UDP.
  432. ; http_listener_port = 9000
  433. ; optional main server secure http (ssl)
  434. ; to use ssl you need a ssl certificate in PKCS12 format that validates the ExternalHostnames
  435. ; or their domains
  436. ; some viewers by default only accept certificates signed by a oficial CA
  437. ; to use others like self signed certificates with those viewers,
  438. ; their debug option NoVerifySSLCert needs to be set true, You need to inform users about this
  439. ; the main unsecure port will still open for some services. this may change in future.
  440. ; set http_listener_ssl to enable main server ssl. it will replace unsecure port on most functions
  441. ;# {http_listener_ssl}{} {enable main server ssl port)} {} false
  442. ;http_listener_ssl = false
  443. ; Set port for main SSL connections
  444. ;# {http_listener_sslport}{} {main server ssl port)} {} 9001
  445. ;http_listener_sslport = 9001 ;
  446. ; currently if using ssl, regions ExternalHostName must the the same and equal to http_listener_cn
  447. ; this may be removed in future
  448. ;# {http_listener_cn}{} {main server ssl externalHostName)} {} ""
  449. ;http_listener_cn = "myRegionsExternalHostName"
  450. ; the path for the certificate path
  451. ;# {http_listener_cert_path}{} {main server ssl certificate file path)} {} ""
  452. ;http_listener_cert_path = "mycert.p12"
  453. ;# {http_listener_cert_pass}{} {main server ssl certificate password)} {} ""
  454. ;http_listener_cert_pass = "mycertpass" ; the cert passwork
  455. ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
  456. ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
  457. ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
  458. ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
  459. ; this HTTP calls can also use ssl see opensimDefaults.ini
  460. ;
  461. ; You can whitelist individual endpoints by IP or FQDN, e.g.
  462. ;
  463. ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
  464. ;
  465. ; You can specify multiple addresses by separating them with a bar. For example,
  466. ;
  467. ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
  468. ;
  469. ; If an address if given without a port number then port 80 is assumed
  470. ;
  471. ; You can also specify a network range in CIDR notation to whitelist, e.g.
  472. ;
  473. ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
  474. ;
  475. ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
  476. ; To specify an individual IP address use the /32 netmask
  477. ;
  478. ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
  479. ;
  480. ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation
  481. ;# {HttpBodyMaxLenMAX} {} {Maximum bytes allowed for HTTP_BODY_MAXLENGTH} {} 16384
  482. ;; By default, llHTTPRequest limits the response body to 2048 bytes.
  483. ;; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum
  484. ;; of HttpBodyMaxLenMAX bytes.
  485. ;; Please be aware that the limit can be set to insanely high values,
  486. ;; effectively removing any limitation. This will expose your sim to a
  487. ;; known attack. It is not recommended to set this limit higher than
  488. ;; the highest value that is actually needed by existing applications!
  489. ;; 16384 is the SL compatible value.
  490. ; HttpBodyMaxLenMAX=16384
  491. ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
  492. ;; Hostname to use in llRequestURL/llRequestSecureURL
  493. ;; if not defined - llRequestURL/llRequestSecureURL are disabled
  494. ExternalHostNameForLSL = ${Const|BaseHostname}
  495. ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
  496. ;; What is reported as the "X-Secondlife-Shard"
  497. ;; Defaults to the user server url if not set
  498. ;; The old default is "OpenSim", set here for compatibility
  499. ;; The below is not commented for compatibility.
  500. shard = "OpenSim"
  501. ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
  502. ;; What is reported as the "User-Agent" when using llHTTPRequest
  503. ;; Defaults to not sent if not set here. See the notes section in the wiki
  504. ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
  505. ;; " (Mozilla Compatible)" to the text where there are problems with a
  506. ;; web server
  507. ; user_agent = "OpenSim LSL (Mozilla Compatible)"
  508. ;; The following 3 variables are for HTTP Basic Authentication for the Robust services.
  509. ;; Use this if your central services in port 8003 need to be accessible on the Internet
  510. ;; but you want to protect them from unauthorized access. The username and password
  511. ;; here need to match the ones in the Robust service configuration.
  512. ; AuthType = "BasicHttpAuthentication"
  513. ; HttpAuthUsername = "some_username"
  514. ; HttpAuthPassword = "some_password"
  515. ;;
  516. ;; Any of these 3 variables above can be overriden in any of the service sections.
  517. [XMLRPC]
  518. ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
  519. ;; If enabled and set to XmlRpcRouterModule, this will post an event,
  520. ;; "xmlrpc_uri(string)" to the script concurrently with the first
  521. ;; remote_data event. This will contain the fully qualified URI an
  522. ;; external site needs to use to send XMLRPC requests to that script
  523. ;;
  524. ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
  525. ;; will be registered with an external service via a configured uri
  526. ;XmlRpcRouterModule = "XmlRpcRouterModule"
  527. ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
  528. ;XmlRpcPort = 20800
  529. ;# {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
  530. ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
  531. ;; will use this address to register xmlrpc channels on the external
  532. ;; service
  533. ; XmlRpcHubURI = http://example.com
  534. [ClientStack.LindenUDP]
  535. ;; See OpensSimDefaults.ini for the throttle options. You can copy the
  536. ;; relevant sections and override them here.
  537. ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
  538. ;; with the next update!
  539. ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
  540. ;; Quash and remove any light properties from attachments not on the
  541. ;; hands. This allows flashlights and lanterns to function, but kills
  542. ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
  543. ;; will also be affected.
  544. ;; This is especially important in artistic builds that depend on lights
  545. ;; on the build for their appearance, since facelights will cause the
  546. ;; building's lights to possibly not be rendered.
  547. ; DisableFacelights = "false"
  548. [ClientStack.LindenCaps]
  549. ;; For the long list of capabilities, see OpenSimDefaults.ini
  550. ;; Here are the few ones you may want to change. Possible values
  551. ;; are:
  552. ;; "" -- empty, capability disabled
  553. ;; "localhost" -- capability enabled and served by the simulator
  554. ;; "<url>" -- capability enabled and served by some other server
  555. ;;
  556. ; These are enabled by default to localhost. Change if you see fit.
  557. Cap_GetTexture = "localhost"
  558. Cap_GetMesh = "localhost"
  559. Cap_AvatarPickerSearch = "localhost"
  560. Cap_GetDisplayNames = "localhost"
  561. [SimulatorFeatures]
  562. ;# {SearchServerURI} {} {URL of the search server} {}
  563. ;; Optional. If given this serves the same purpose as the grid wide
  564. ;; [LoginServices] SearchURL setting and will override that where
  565. ;; supported by viewers.
  566. ;SearchServerURI = "http://127.0.0.1:9000/"
  567. ;# {DestinationGuideURI} {} {URL of the destination guide} {}
  568. ;; Optional. If given this serves the same purpose as the grid wide
  569. ;; [LoginServices] DestinationGuide setting and will override that where
  570. ;; supported by viewers.
  571. ;DestinationGuideURI = "http://127.0.0.1:9000/guide"
  572. [Chat]
  573. ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
  574. ;; Distance in meters that whispers should travel.
  575. ; whisper_distance = 10
  576. ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
  577. ;; Distance in meters that ordinary chat should travel.
  578. ; say_distance = 20
  579. ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
  580. ;; Distance in meters that shouts should travel.
  581. ; shout_distance = 100
  582. [EntityTransfer]
  583. ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
  584. ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
  585. ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
  586. ;DisableInterRegionTeleportCancellation = false
  587. ;# {LandingPointBehavior} {} {How to honor landing points and telehubs for gods.} {LandingPointBehavior_OS LandingPointBehavior_SL} LandingPointBehavior_OS
  588. ;; This option exists to control the behavior of teleporting gods into places that have landing points
  589. ;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for
  590. ;; avatars with god permissions; SL lets gods land wherever they want.
  591. ;LandingPointBehavior = LandingPointBehavior_OS
  592. [Messaging]
  593. ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
  594. ;; Module to handle offline messaging. The core module requires an external
  595. ;; web service to do this. See OpenSim wiki.
  596. ; OfflineMessageModule = OfflineMessageModule
  597. ;; Or, alternatively, use this one, which works for both standalones and grids
  598. ; OfflineMessageModule = "Offline Message Module V2"
  599. ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
  600. ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
  601. ; OfflineMessageURL = ${Const|BaseURL}/Offline.php
  602. ; OfflineMessageURL = ${Const|BaseURL}:${Const|PrivatePort}
  603. ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
  604. ;; For standalones, this is the storage dll.
  605. ; StorageProvider = OpenSim.Data.MySQL.dll
  606. ; Mute list handler
  607. ;# {MuteListModule} {MuteListModule:MuteListModule} {} {} None
  608. ; Disabled by default
  609. ; MuteListModule = MuteListModule
  610. ;; Control whether group invites and notices are stored for offline users.
  611. ;; Default is true.
  612. ;; This applies to both core groups module.
  613. ; ForwardOfflineGroupMessages = true
  614. [BulletSim]
  615. ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
  616. AvatarToAvatarCollisionsByDefault = true
  617. [ODEPhysicsSettings]
  618. ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
  619. ;; Do we want to mesh sculpted prim to collide like they look?
  620. ;; If you are seeing sculpt texture decode problems
  621. ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
  622. ;; then you might want to try setting this to false.
  623. ; mesh_sculpted_prim = true
  624. [RemoteAdmin]
  625. ;; This is the remote admin module, which uses XMLRPC requests to
  626. ;; manage regions from a web interface.
  627. ;# {enabled} {} {Enable the remote admin interface?} {true false} false
  628. ; enabled = false
  629. ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
  630. ;; Set this to a nonzero value to have remote admin use a different port
  631. ; port = 0
  632. ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
  633. ;; This password is required to make any XMLRPC call (should be set as
  634. ;; the "password" parameter)
  635. ; access_password = ""
  636. ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
  637. ;; List the IP addresses allowed to call RemoteAdmin
  638. ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
  639. ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
  640. ; access_ip_addresses =
  641. ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
  642. ;; set this variable to true if you want the create_region XmlRpc
  643. ;; call to unconditionally enable voice on all parcels for a newly
  644. ;; created region
  645. ; create_region_enable_voice = false
  646. ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
  647. ;; set this variable to false if you want the create_region XmlRpc
  648. ;; call to create all regions as private per default (can be
  649. ;; overridden in the XmlRpc call)
  650. ; create_region_public = false
  651. ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
  652. ;; enable only those methods you deem to be appropriate using a | delimited
  653. ;; whitelist.
  654. ;; For example:
  655. ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
  656. ;; if this parameter is not specified but enabled = true, all methods
  657. ;; will be available
  658. ; enabled_methods = all
  659. ;; specify the default appearance for an avatar created through the remote
  660. ;; admin interface
  661. ;; This will only take effect is the file specified by the
  662. ;; default_appearance setting below exists
  663. ; default_male = Default Male
  664. ; default_female = Default Female
  665. ;; Update appearance copies inventory items and wearables of default
  666. ;; avatars. if this value is false, just worn assets are copied to the
  667. ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
  668. ;; The receiver will wear the same items the default avatar did wear.
  669. ; copy_folders = false
  670. ;; Path to default appearance XML file that specifies the look of the
  671. ;; default avatars
  672. ; default_appearance = default_appearance.xml
  673. [Wind]
  674. ;# {enabled} {} {Enable wind module?} {true false} true
  675. ;; Enables the wind module.
  676. ; enabled = true
  677. ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
  678. ;; How often should wind be updated, as a function of world frames.
  679. ;; Approximately 50 frames a second
  680. ; wind_update_rate = 150
  681. ;; The Default Wind Plugin to load
  682. ; wind_plugin = SimpleRandomWind
  683. ;; These settings are specific to the ConfigurableWind plugin
  684. ;; To use ConfigurableWind as the default, simply change wind_plugin
  685. ;; to ConfigurableWind and uncomment the following.
  686. ; avg_strength = 5.0
  687. ; avg_direction = 0.0
  688. ; var_strength = 5.0
  689. ; var_direction = 30.0
  690. ; rate_change = 1.0
  691. ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
  692. ;; This setting is specific to the SimpleRandomWind plugin
  693. ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
  694. ; strength = 1.0
  695. [LightShare]
  696. ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
  697. ;; This enables the transmission of Windlight scenes to supporting clients,
  698. ;; such as the Meta7 viewer.
  699. ;; It has no ill effect on viewers which do not support server-side
  700. ;; windlight settings.
  701. ; enable_windlight = false
  702. [Materials]
  703. ;# {enable_materials} {} {Enable Materials support?} {true false} true
  704. ;; This enables the use of Materials.
  705. ; enable_materials = true
  706. ; MaxMaterialsPerTransaction = 50
  707. [DataSnapshot]
  708. ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
  709. ;; The following set of configs pertains to search.
  710. ;; Set index_sims to true to enable search engines to index your
  711. ;; searchable data.
  712. ;; If false, no data will be exposed, DataSnapshot module will be off,
  713. ;; and you can ignore the rest of these search-related configs.
  714. ; index_sims = false
  715. ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
  716. ;; The variable data_exposure controls what the regions expose:
  717. ;; minimum: exposes only things explicitly marked for search
  718. ;; all: exposes everything
  719. ; data_exposure = minimum
  720. ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
  721. ;; If search is on, change this to your grid name; will be ignored for
  722. ;; standalones
  723. ; gridname = "OSGrid"
  724. ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
  725. ;; Period between data snapshots, in seconds. 20 minutes, for starters,
  726. ;; so that you see the initial changes fast.
  727. ;; Later, you may want to increase this to 3600 (1 hour) or more
  728. ; default_snapshot_period = 1200
  729. ;; This will be created in bin, if it doesn't exist already. It will hold
  730. ;; the data snapshots.
  731. ; snapshot_cache_directory = "DataSnapshot"
  732. ;; [Supported, but obsolete]
  733. ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
  734. ; This semicolon-separated string serves to notify specific data services
  735. ; about the existence of this sim. Uncomment if you want to index your
  736. ; data with this and/or other search providers.
  737. ; data_services="http://metaverseink.com/cgi-bin/register.py"
  738. ;; New way of specifying data services, one per service
  739. ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
  740. [Economy]
  741. ; the economy module in use
  742. ; To use other modules you need to override this setting
  743. ; economymodule = BetaGridLikeMoneyModule
  744. ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
  745. ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
  746. ; There is no intention to implement anything further in core OpenSimulator.
  747. ; This functionality has to be provided by third party modules.
  748. ;; Enables selling things for $0. Default is true.
  749. ; SellEnabled = true
  750. ;# {PriceUpload} {} {Price for uploading?} {} 0
  751. ;; Money Unit fee to upload textures, animations etc. Default is 0.
  752. ; PriceUpload = 0
  753. ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
  754. ;; Money Unit fee to create groups. Default is 0.
  755. ; PriceGroupCreate = 0
  756. [YEngine]
  757. ;; experimental engine
  758. ;; ONLY SUPORTS ONE REGION PER INSTANCE at this point
  759. ;; implements non preemptive microthreading, so fixing problems like llSleep or long events handlers
  760. ;; but those will suffer from timeslicing, so will be slower.
  761. ;; compiles LSL directly to IL, so only suports LSL scripting (no C# etc)
  762. ;; shares the Xengine APIs like LSL, OSSL, etc.
  763. ;; DANGER, do not use with HG, don't leave regions running alone with it.
  764. ;; TPs or crossings to/from Xengine will full recompile scripts losing state.
  765. ;; attachment scripts may misbehave, cars will stop on crossings, etc.
  766. Enabled = false
  767. ScriptStackSize = 256
  768. ScriptHeapSize = 256
  769. UseSourceHashCode = true
  770. MinTimerInterval = 0.1
  771. ;ScriptBasePath="ScriptEngines"
  772. [XEngine]
  773. ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
  774. ;; Enable this engine in this OpenSim instance
  775. ; Enabled = true
  776. ;; How many threads to keep alive even if nothing is happening
  777. ; MinThreads = 2
  778. ;; How many threads to start at maximum load
  779. ; MaxThreads = 100
  780. ;; Time a thread must be idle (in seconds) before it dies
  781. ; IdleTimeout = 60
  782. ;; llSetTimerEvent minimum value. Default 0.5s, 0.05s whould be more resonable
  783. ; MinTimerInterval = 0.5
  784. ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
  785. ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
  786. ;; "Highest")
  787. ; Priority = "BelowNormal"
  788. ;; Maximum number of events to queue for a script (excluding timers)
  789. ; MaxScriptEventQueue = 300
  790. ;; Stack size per script engine thread in bytes.
  791. ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
  792. ;; The trade-off may be increased memory usage by the script engine.
  793. ; ThreadStackSize = 262144
  794. ;; Set this to true to load each script into a separate
  795. ;; AppDomain.
  796. ;;
  797. ;; Setting this to false will load all script assemblies into the
  798. ;; current AppDomain, which will significantly improve script loading times.
  799. ;; It will also reduce initial per-script memory overhead.
  800. ;;
  801. ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
  802. ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
  803. ;; at this time some mono versions seem to have problems with the true option
  804. ;; so default is now false until a fix is found, to simply life of less technical skilled users.
  805. ;; this should only be a issue if regions stay alive for a long time with lots of scripts added or edited.
  806. AppDomainLoading = false
  807. ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
  808. ;; co-op will be more stable but this option is currently experimental.
  809. ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
  810. ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
  811. ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
  812. ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
  813. ;; Current valid values are "abort" and "co-op"
  814. ; ScriptStopStrategy = co-op
  815. ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
  816. ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
  817. ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
  818. ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
  819. ;; by scripts have changed.
  820. ; DeleteScriptsOnStartup = true
  821. ;# {CompactMemOnLoad} {} {compacts memory on each script load at startup?} {true false} false
  822. ;; forces calls to memory garbage collector before loading each script DLL during region startup.
  823. ;; Peak memory usage is reduced and region starts with a more compacted memory allocation.
  824. ;; But this costs a lot of time, so region load will take a lot longer.
  825. ;; it is more usefull if there are no previously compiled scripts DLLs (as with DeleteScriptsOnStartup = true)
  826. ;CompactMemOnLoad = false
  827. ;; Compile debug info (line numbers) into the script assemblies
  828. ; CompileWithDebugInformation = true
  829. ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section
  830. ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
  831. ;; Time a script can spend in an event handler before it is interrupted
  832. ; EventLimit = 30
  833. ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
  834. ;; If a script overruns it's event limit, kill the script?
  835. ; KillTimedOutScripts = false
  836. ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
  837. ;; Sets the multiplier for the scripting delays
  838. ; ScriptDelayFactor = 1.0
  839. ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
  840. ;; The factor the 10 m distances limits are multiplied by
  841. ; ScriptDistanceLimitFactor = 1.0
  842. ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
  843. ;; Maximum length of notecard line read
  844. ;; Increasing this to large values potentially opens
  845. ;; up the system to malicious scripters
  846. ; NotecardLineReadCharsMax = 255
  847. ;# {SensorMaxRange} {} {Sensor range} {} 96.0
  848. ;; Sensor settings
  849. ; SensorMaxRange = 96.0
  850. ;# {SensorMaxResults} {} {Max sensor results returned?} {}
  851. ; SensorMaxResults = 16
  852. ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
  853. ;; Disable underground movement of prims (default true); set to
  854. ;; false to allow script controlled underground positioning of
  855. ;; prims
  856. ; DisableUndergroundMovement = true
  857. ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
  858. ;; Path to script engine assemblies
  859. ;; Default is ./bin/ScriptEngines
  860. ; ScriptEnginesPath = "ScriptEngines"
  861. [OSSL]
  862. ;# {Include-osslEnable} {} {Include file for enabling and permissions for OSSL functions} {}
  863. ;; Optionally include file to enable OSSL functions and set permissions on who can use which.
  864. ;; If this INI file is not included, the OSSL functions are disabled.
  865. Include-osslEnable = "config-include/osslEnable.ini"
  866. [MRM]
  867. ;; Enables the Mini Region Modules Script Engine.
  868. ; Enabled = false
  869. ;; Runs MRM in a Security Sandbox
  870. ;; WARNING: DISABLING IS A SECURITY RISK.
  871. ; Sandboxed = true
  872. ;; The level sandbox to use, adjust at your OWN RISK.
  873. ;; Valid values are:
  874. ;; * FullTrust
  875. ;; * SkipVerification
  876. ;; * Execution
  877. ;; * Nothing
  878. ;; * LocalIntranet
  879. ;; * Internet
  880. ;; * Everything
  881. ; SandboxLevel = "Internet"
  882. ;; Only allow Region Owners to run MRMs
  883. ;; May represent a security risk if you disable this.
  884. ; OwnerOnly = true
  885. [FreeSwitchVoice]
  886. ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
  887. ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
  888. ; Enabled = false
  889. ;; You need to load a local service for a standalone, and a remote service
  890. ;; for a grid region. Use one of the lines below, as appropriate
  891. ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
  892. ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
  893. ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
  894. ;; If using a remote connector, specify the server URL
  895. ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
  896. [Groups]
  897. ;# {Enabled} {} {Enable groups?} {true false} false
  898. ;; Enables the groups module
  899. ; Enabled = false
  900. ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
  901. ;; Minimum user level required to create groups
  902. ; LevelGroupCreate = 0
  903. ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
  904. ;; The default module can use a PHP XmlRpc server from the Flotsam project at
  905. ;; http://code.google.com/p/flotsam/
  906. ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
  907. ; Module = Default
  908. ;; or... use Groups Module V2, which works for standalones and robust grids
  909. ; Module = "Groups Module V2"
  910. ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
  911. ; StorageProvider = OpenSim.Data.MySQL.dll
  912. ;# {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
  913. ;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
  914. ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
  915. ;; -- for Simian Groups use SimianGroupsServicesConnector
  916. ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
  917. ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
  918. ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
  919. ;; Note that the quotes "" around the words are important!
  920. ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
  921. ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
  922. ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
  923. ; LocalService = local
  924. ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
  925. ;; Used for V2 in Remote only.
  926. ; SecretKey = ""
  927. ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
  928. ;; URI for the groups services of this grid
  929. ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
  930. ;; or http://mygridserver.com:82/Grid/ for SimianGrid
  931. ;; or ${Const|BaseURL}:${Const|PrivatePort} for robust, V2
  932. ;; Leave it commented for standalones, V2
  933. ; GroupsServerURI = ""
  934. ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
  935. ;; Used for V2 in HG only. For example
  936. ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
  937. ;; If you have this set under [Startup], no need to set it here, leave it commented
  938. ; HomeURI = ""
  939. ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
  940. ; MessagingEnabled = true
  941. ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
  942. ; MessagingModule = GroupsMessagingModule
  943. ; or use "Groups Messaging Module V2" for Groups V2
  944. ; MessagingModule = "Groups Messaging Module V2"
  945. ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
  946. ;; Enable Group Notices
  947. ; NoticesEnabled = true
  948. ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
  949. ; Experimental option to only message online users rather than all users
  950. ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
  951. ; Applies Flotsam Group only. V2 has this always on, no other option
  952. ; MessageOnlineUsersOnly = false
  953. ;; This makes the Groups module very chatty on the console.
  954. ; DebugEnabled = false
  955. ; This makes the Group Messaging module very chatty on the console.
  956. ; DebugMessagingEnabled = false
  957. ;; XmlRpc Security settings. These must match those set on your backend
  958. ;; groups service if the service is using these keys
  959. ; XmlRpcServiceReadKey = 1234
  960. ; XmlRpcServiceWriteKey = 1234
  961. [InterestManagement]
  962. ;; This section controls how state updates are prioritized for each client
  963. ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness SimpleAngularDistance} BestAvatarResponsiveness
  964. ;; Valid values are BestAvatarResponsiveness and SimpleAngularDistance
  965. ;; SimpleAngularDistance does use more cpu
  966. ; UpdatePrioritizationScheme = BestAvatarResponsiveness
  967. ;; ObjectsCullingByDistance, if true, don't send object updates if outside view range
  968. ;; currently viewers are also told to delete objects that leave view range
  969. ;; only avater position is considered, free camera may not see objects
  970. ;; does increase cpu load
  971. ; ObjectsCullingByDistance = false
  972. [MediaOnAPrim]
  973. ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
  974. ;; Enable media on a prim facilities
  975. ; Enabled = true
  976. [NPC]
  977. ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
  978. ; Enabled = false
  979. ;; several options to control NPCs creation
  980. ;# {AllowNotOwned} {} {allow NPCs to be created not Owned} {true false} true
  981. ;; allow NPCs to be created not Owned {true false} default: true
  982. ; AllowNotOwned = true
  983. ;# {AllowSenseAsAvatar} {} {allow NPCs to set to be sensed as Avatars} {true false} true
  984. ;; allow NPCs to set to be sensed as Avatars {true false} default: true
  985. ; AllowSenseAsAvatar = true
  986. ;# {AllowCloneOtherAvatars} {} {allow NPCs to created cloning any avatar in region} {true false} true
  987. ;; allow NPCs to created cloning any avatar in region {true false} default: true
  988. ; AllowCloneOtherAvatars = true
  989. ;# {NoNPCGroup} {} {if true NPCs will have no group title, if false display "- NPC -"} {true false} true
  990. ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
  991. ; NoNPCGroup = true
  992. [Terrain]
  993. ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
  994. ; InitialTerrain = "pinhead-island"
  995. [LandManagement]
  996. ;; set this to false to not display parcel ban lines
  997. ;ShowParcelBansLines = true
  998. [UserProfiles]
  999. ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
  1000. ;; Set the value of the url to your UserProfilesService
  1001. ;; If un-set / "" the module is disabled
  1002. ;; ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}
  1003. ;# {AllowUserProfileWebURLs} {} {allow user profiles web urls} {true false} true
  1004. ;; set this to false to prevent your users to be sent to unknown
  1005. ;; web sites by other users on their profiles
  1006. ; AllowUserProfileWebURLs = true
  1007. [XBakes]
  1008. ;# {URL} {} {Set URL for Baked texture service} {}
  1009. ;; Sets the URL for the baked texture ROBUST service.
  1010. ;; Disabled when unset.
  1011. ;; URL = ${Const|BaseURL}:${Const|PrivatePort}
  1012. ;;
  1013. ;; Optional module to highlight God names in the viewer.
  1014. ;; Uncomment and customize appropriately if you want this behavior.
  1015. ;;
  1016. ;[GodNames]
  1017. ; Enabled = false
  1018. ; FullNames = "Test User, Foo Bar"
  1019. ; Surnames = "Kryztlsk"
  1020. [Architecture]
  1021. ;# {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
  1022. ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
  1023. ;; uncomment Include-Architecture = "config-include/Standalone.ini"
  1024. ;;
  1025. ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
  1026. ;; that the referenced .ini file goes on to include.
  1027. ;;
  1028. ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
  1029. ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
  1030. ;; editing it to set the database and backend services that OpenSim will use.
  1031. ;;
  1032. Include-Architecture = "config-include/Standalone.ini"
  1033. ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
  1034. ; Include-Architecture = "config-include/Grid.ini"
  1035. ; Include-Architecture = "config-include/GridHypergrid.ini"
  1036. ; Include-Architecture = "config-include/SimianGrid.ini"
  1037. ; Include-Architecture = "config-include/HyperSimianGrid.ini"