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OpenSim.ini.example 37 KB

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