OpenSim.ini.example 41 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. ; Http proxy support for llHTTPRequest and dynamic texture loading
  9. ; Set HttpProxy to the URL for your proxy server if you would like
  10. ; to proxy llHTTPRequests through a firewall
  11. HttpProxy = "http://proxy.com"
  12. ; Set HttpProxyExceptions to a list of regular expressions for
  13. ; URLs that you don't want going through the proxy such as servers
  14. ; inside your firewall, separate patterns with a ';'
  15. HttpProxyExceptions = ".mydomain.com;localhost"
  16. ; Set this to true if you are connecting your OpenSimulator regions to a grid
  17. ; Set this to false if you are running OpenSimulator in standalone mode
  18. gridmode = false
  19. startup_console_commands_file = "startup_commands.txt"
  20. shutdown_console_commands_file = "shutdown_commands.txt"
  21. ; To run a script every few minutes, set the script filename here
  22. ; timer_Script = "filename"
  23. ; ##
  24. ; ## CLIENTS
  25. ; ##
  26. ; Enables EventQueueGet Service.
  27. EventQueue = true
  28. ; Set this to the DLL containig the client stack to use.
  29. clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
  30. ; ##
  31. ; ## REGIONS
  32. ; ##
  33. ; Determine where OpenSimulator looks for the files which tell it which regions to server
  34. ; Defaults to "filesystem" if this setting isn't present
  35. region_info_source = "filesystem"
  36. ; region_info_source = "web"
  37. ; Determines where the region XML files are stored if you are loading these from the filesystem.
  38. ; Defaults to bin/Regions in your OpenSimulator installation directory
  39. ; regionload_regionsdir="C:\somewhere\xmlfiles\"
  40. ; Determines the page from which regions xml is retrieved if you are loading these from the web
  41. ; The XML here has the same format as it does on the filesystem (including the <Root> tag),
  42. ; except that everything is also enclosed in a <Regions> tag.
  43. ; regionload_webserver_url = "http://example.com/regions.xml";
  44. ; Draw objects on maptile. This step might take a long time if you've got a huge amount of
  45. ; objects, so you can turn it off here if you'd like.
  46. DrawPrimOnMapTile = true
  47. ; Use terrain texture for maptiles if true, use shaded green if false
  48. TextureOnMapTile = false
  49. ; Maximum total size, and maximum size where a prim can be physical
  50. NonPhysicalPrimMax = 256
  51. PhysicalPrimMax = 10
  52. ClampPrimSize = false
  53. ; Region crossing
  54. AllowScriptCrossing = false
  55. ; If you set this to "true", any region that can teleport to you can
  56. ; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
  57. ; YOU HAVE BEEN WARNED!!!
  58. TrustBinaries = false
  59. ; ##
  60. ; ## STORAGE
  61. ; ##
  62. ; *** Prim Storage - only leave one storage_plugin uncommented ***
  63. ; --- Null stores nothing - effectively disabling persistence:
  64. ;storage_plugin = "OpenSim.Data.Null.dll"
  65. ; --- To use sqlite as region storage:
  66. storage_plugin = "OpenSim.Data.SQLite.dll"
  67. storage_connection_string="URI=file:OpenSim.db,version=3";
  68. ; --- To use MySQL storage, supply your own connectionstring (this is only an example):
  69. ; note that the supplied account needs create privilegies if you want it to auto-create needed tables.
  70. ; storage_plugin="OpenSim.Data.MySQL.dll"
  71. ; storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
  72. ; If you want to use a different database/server for estate data, then
  73. ; uncomment and change this connect string. Defaults to the above if not set
  74. ; estate_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
  75. ; Select whether you want to use local or grid asset storage.
  76. ;
  77. ; If you're running in standalone, you definitely want local, since there is no grid (hence this is redundant, and should
  78. ; really be eliminated). The database itself is defined in asset_plugin below
  79. ;
  80. ; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
  81. ; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
  82. ; locally. This will mean you won't be able to take items using your assets to other people's regions.
  83. ; asset_database can be default, local or grid. This controls where assets (textures, scripts, etc.) are stored for your region
  84. ;
  85. ; If set to default, then
  86. ; In standalone mode the local database based asset service will be used
  87. ; In grid mode the grid asset service will be used for asset storage
  88. ; This is probably the setting that you want.
  89. ;
  90. ; If set to local then the local database based asset service will be used in standalone and grid modes
  91. ; If set to grid then the grid based asset service will be used in standalone and grid modes
  92. ; All other values will cause a search for a matching assembly that contains an asset server client.
  93. ; See also: AssetCache
  94. asset_database = "default"
  95. ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
  96. ; prevent frequently changing objects from heavily loading the region data store.
  97. ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
  98. ;
  99. ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
  100. MinimumTimeBeforePersistenceConsidered = 60
  101. ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
  102. MaximumTimeBeforePersistenceConsidered = 600
  103. ; Should avatars in neighbor sims see objects in this sim?
  104. see_into_this_sim_from_neighbor = True
  105. ; ##
  106. ; ## PHYSICS
  107. ; ##
  108. ; 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.
  109. physical_prim = true
  110. ; Select a mesher here. ZeroMesher is save and fast.
  111. ; ZeroMesher also means that the physics engine models the physics of prims
  112. ; sticking to the basic shapes the engine does support. Usually this is only a box.
  113. ; Meshmerizer gives a better handling of complex prims by using triangle meshes.
  114. ; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
  115. ;
  116. meshing = ZeroMesher
  117. ;meshing = Meshmerizer
  118. ; Choose one of the physics engines below
  119. physics = basicphysics
  120. ;physics = POS
  121. ;physics = OpenDynamicsEngine
  122. ;physics = modified_BulletX
  123. ; ##
  124. ; ## PERMISSIONS
  125. ; ##
  126. ;permissionmodules = "DefaultPermissionsModule"
  127. ; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
  128. ; any item, etc. This may not yet be implemented uniformally.
  129. ; If set to true, then all permissions checks are carried out
  130. ; Default is false
  131. serverside_object_permissions = false
  132. allow_grid_gods = false
  133. ; This allows somne control over permissions
  134. ; please note that this still doesn't duplicate SL, and is not intended to
  135. ;region_owner_is_god = true
  136. ;parcel_owner_is_god = true
  137. ; Control user types that are allowed to create new scripts
  138. ; Only enforced if serviceside_object_permissions is true
  139. ;
  140. ; Current possible values are
  141. ; all - anyone can create scripts (subject to normal permissions)
  142. ; gods - only administrators can create scripts (as long as allow_grid_gods is true)
  143. ; Default value is all
  144. ; allowed_script_creators = all
  145. ; Control user types that are allowed to edit (save) scripts
  146. ; Only enforced if serviceside_object_permissions is true
  147. ;
  148. ; Current possible values are
  149. ; all - anyone can edit scripts (subject to normal permissions)
  150. ; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
  151. ; Default value is all
  152. ; allowed_script_editors = all
  153. ; ##
  154. ; ## SCRIPT ENGINE
  155. ; ##
  156. ;DefaultScriptEngine = "ScriptEngine.DotNetEngine"
  157. DefaultScriptEngine = "XEngine"
  158. ; ##
  159. ; ## WORLD MAP
  160. ; ##
  161. ;WorldMapModule = "WorldMap"
  162. ;MapImageModule = "MapImageModule"
  163. ; ##
  164. ; ## Customized Cache Implementation
  165. ; ##
  166. ;
  167. ; The AssetCache value allows the name of an alternative caching
  168. ; implementation to be specified. This can normally be omitted.
  169. ; This value corresponds to the provider value associated with the
  170. ; intended cache implementation plugin.
  171. ; See also: asset_database
  172. ; AssetCache = "OpenSim.Framework.Communications.Cache.AssetCache"
  173. ; ##
  174. ; ## EMAIL MODULE
  175. ; ##
  176. ;emailmodule = DefaultEmailModule
  177. [SMTP]
  178. enabled=false
  179. ;enabled=true
  180. ;internal_object_host=lsl.opensim.local
  181. ;host_domain_header_from=127.0.0.1
  182. ;SMTP_SERVER_HOSTNAME=127.0.0.1
  183. ;SMTP_SERVER_PORT=25
  184. ;SMTP_SERVER_LOGIN=foo
  185. ;SMTP_SERVER_PASSWORD=bar
  186. [Communications]
  187. ;InterregionComms = "LocalComms"
  188. InterregionComms = "RESTComms"
  189. [StandAlone]
  190. accounts_authenticate = true
  191. welcome_message = "Welcome to OpenSim"
  192. ; Asset database provider
  193. asset_plugin = "OpenSim.Data.SQLite.dll"
  194. ; asset_plugin = "OpenSim.Data.MySQL.dll" ; for mysql
  195. ; asset_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
  196. ; the Asset DB source. This only works for sqlite, mysql, and nhibernate for now
  197. ; Asset Source SQLite example
  198. ; asset_source = "URI=file:Asset.db,version=3"
  199. ; Asset Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
  200. ; asset_source = "SQLiteDialect;SqliteClientDriver;URI=file:Asset.db,version=3"
  201. ; Asset Source MySQL example
  202. ;asset_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
  203. ; Inventory database provider
  204. inventory_plugin = "OpenSim.Data.SQLite.dll"
  205. ; inventory_plugin = "OpenSim.Data.MySQL.dll"
  206. ; inventory_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
  207. ; Inventory Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
  208. ; inventory_source = "SQLiteDialect;SqliteClientDriver;URI=file:Inventory.db,version=3"
  209. ; Inventory Source MySQL example
  210. ;inventory_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
  211. ; User Data Database provider
  212. ;
  213. ; Multiple providers can be specified by separating them with commas (whitespace is unimportant)
  214. ; If multiple providers are specified then if a profile is requested, each is queried until one
  215. ; provides a valid profile, or until all providers have been queried.
  216. ; Unfortunately the order of querying is currently undefined (it may not be the order in which
  217. ; providers are specified here). This needs to be fixed
  218. ;
  219. userDatabase_plugin = "OpenSim.Data.SQLite.dll"
  220. ; userDatabase_plugin = "OpenSim.Data.MySQL.dll"
  221. ; userDatabase_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
  222. ; User Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING)
  223. ; user_source = "SQLiteDialect;SqliteClientDriver;URI=file:User.db,version=3"
  224. ; User Source MySQL example
  225. ;user_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
  226. ; Specifies the location and filename of the default inventory library control file. The path can be relative or absolute
  227. ; Default is ./inventory/Libraries.xml
  228. ;LibrariesXMLFile="./inventory/Libraries.xml"
  229. ; Specifies the location and filename of the inventory library assets control file. The path can be relative or absolute
  230. ; Setting is optional. Default is ./assets/AssetSets.xml
  231. ;AssetSetsXMLFile="./assets/AssetSets.xml"
  232. dump_assets_to_file = false
  233. [Network]
  234. http_listener_port = 9000
  235. remoting_listener_port = 8895
  236. default_location_x = 1000
  237. default_location_y = 1000
  238. ; ssl config: Experimental! The auto https config only really works definately on windows XP now
  239. ; you need a Cert Request/Signed pair installed in the MY store with the CN specified below
  240. ; you can use https on other platforms, but you'll need to configure the httpapi yourself for now
  241. http_listener_ssl = false ; Also create a SSL server
  242. http_listener_cn = "localhost" ; Use the cert with the common name
  243. http_listener_sslport = 9001 ; Use this port for SSL connections
  244. http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer
  245. ; Uncomment below to enable llRemoteData/remote channels
  246. ; remoteDataPort = 20800
  247. grid_server_url = "http://127.0.0.1:8001"
  248. grid_send_key = "null"
  249. grid_recv_key = "null"
  250. user_server_url = "http://127.0.0.1:8002"
  251. user_send_key = "null"
  252. user_recv_key = "null"
  253. asset_server_url = "http://127.0.0.1:8003"
  254. inventory_server_url = "http://127.0.0.1:8004"
  255. ; The MessagingServer is a companion of the UserServer. It uses
  256. ; user_send_key and user_recv_key, too
  257. messaging_server_url = "http://127.0.0.1:8006"
  258. [ClientStack.LindenUDP]
  259. ; This is the multiplier applied to all client throttles for outgoing UDP network data
  260. ; 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
  261. ; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we
  262. ; will actually push down data at a maximum rate of 750 kilobits per second).
  263. ;
  264. ; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster
  265. ; than its UI allows the setting to go. This may be okay in some situations, such as standalone OpenSim
  266. ; applications on a LAN. However, the greater the multipler, the higher the risk of packet drop, resulting
  267. ; in symptoms such as missing terrain or objects. A much better solution is to change the client UI to allow
  268. ; higher network bandwidth settings directly, though this isn't always possible.
  269. ;
  270. ; Currently this setting is 2 by default because we currently send much more texture data than is strictly
  271. ; necessary. A setting of 1 could result in slow texture transfer. This will be fixed when the transfer
  272. ; of textures at different levels of quality is improved.
  273. ;
  274. ; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter
  275. ; unexpected difficulties
  276. client_throttle_multiplier = 2;
  277. [Chat]
  278. ; Controls whether the chat module is enabled. Default is true.
  279. enabled = true;
  280. ; Distance in meters that whispers should travel. Default is 10m
  281. whisper_distance = 10
  282. ; Distance in meters that ordinary chat should travel. Default is 30m
  283. say_distance = 30
  284. ; Distance in meters that shouts should travel. Default is 100m
  285. shout_distance = 100
  286. [Messaging]
  287. ; Control which region module is used for instant messaging.
  288. ; Default is InstantMessageModule (this is the name of the core IM module as well as the setting)
  289. InstantMessageModule = InstantMessageModule
  290. [ODEPhysicsSettings]
  291. ;##
  292. ;## World Settings
  293. ;##
  294. ;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s
  295. world_gravityx = 0
  296. world_gravityy = 0
  297. world_gravityz = -9.8
  298. ; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
  299. ; reference: fps = (0.09375/ODE_STEPSIZE) * 1000;
  300. world_stepsize = 0.020
  301. world_internal_steps_without_collisions = 10
  302. ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
  303. world_hashspace_size_low = -4
  304. world_hashSpace_size_high = 128
  305. ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
  306. meters_in_small_space = 29.9
  307. small_hashspace_size_low = -4
  308. small_hashspace_size_high = 66
  309. ; ##
  310. ; ## Contact properties. (the stuff that happens when things come in contact with each other)
  311. ; ##
  312. ; surface layer around geometries other geometries can sink into before generating a contact
  313. world_contact_surface_layer = 0.001
  314. ; Filtering Collisions helps keep things stable physics wise, but sometimes
  315. ; it can be over zealous. If you notice bouncing, chances are it's being just
  316. ; that
  317. filter_collisions = false
  318. ; Non Moving Terrain Contact (avatar isn't moving)
  319. nm_terraincontact_friction = 255.0
  320. nm_terraincontact_bounce = 0.1
  321. nm_terraincontact_erp = 0.1025
  322. ; Moving Terrain Contact (avatar is moving)
  323. m_terraincontact_friction = 75.0
  324. m_terraincontact_bounce = 0.05
  325. m_terrainContact_erp = 0.05025
  326. ; Moving Avatar to object Contact
  327. m_avatarobjectcontact_friction = 75.0
  328. m_avatarobjectcontact_bounce = 0.1
  329. ; Object to Object Contact and Non-Moving Avatar to object
  330. objectcontact_friction = 250.0
  331. objectcontact_bounce = 0.2
  332. ; ##
  333. ; ## Avatar Control
  334. ; ##
  335. ; PID Controller Settings. These affect the math that causes the avatar to reach the
  336. ; desired velocity
  337. ; See http://en.wikipedia.org/wiki/PID_controller
  338. av_pid_derivative_linux = 2200.0
  339. av_pid_proportional_linux = 900.0;
  340. av_pid_derivative_win = 2200.0
  341. av_pid_proportional_win = 900.0;
  342. ;girth of the avatar. Adds radius to the height also
  343. av_capsule_radius = 0.37
  344. ; Max force permissible to use to keep the avatar standing up straight
  345. av_capsule_standup_tensor_win = 550000
  346. av_capsule_standup_tensor_linux = 550000
  347. ; used to calculate mass of avatar.
  348. ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
  349. ; av_density * AVvolume;
  350. av_density = 80
  351. ; use this value to cut 52% of the height the sim gives us
  352. av_height_fudge_factor = 0.52
  353. ; Movement. Smaller is faster.
  354. ; speed of movement with Always Run off
  355. av_movement_divisor_walk = 1.3
  356. ; speed of movement with Always Run on
  357. av_movement_divisor_run = 0.8
  358. ; ##
  359. ; ## Object options
  360. ; ##
  361. ; used in the mass calculation.
  362. geometry_default_density = 10.000006836
  363. ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
  364. body_frames_auto_disable = 20
  365. ; used to control llMove2Target
  366. body_pid_derivative = 35
  367. body_pid_gain = 25
  368. ; amount of time a geom/body will try to cross a region border before it gets disabled
  369. geom_crossing_faiures_before_outofbounds = 5
  370. ; start throttling the object updates if object comes in contact with 3 or more other objects
  371. geom_contactpoints_start_throttling = 3
  372. ; send 1 update for every x updates below when throttled
  373. geom_updates_before_throttled_update = 15
  374. ; Used for llSetStatus. How rigid the object rotation is held on the axis specified
  375. body_motor_joint_maxforce_tensor_linux = 5
  376. body_motor_joint_maxforce_tensor_win = 5
  377. ; ##
  378. ; ## Sculpted Prim settings
  379. ; ##
  380. ; Do we want to mesh sculpted prim to collide like they look?
  381. mesh_sculpted_prim = true
  382. ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
  383. mesh_lod = 32
  384. ; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
  385. mesh_physical_lod = 16
  386. ; ##
  387. ; ## Physics logging settings - logfiles are saved to *.DIF files
  388. ; ##
  389. ;physics_logging = true
  390. ;; every n simulation iterations, the physics snapshot file is updated
  391. ;physics_logging_interval = 50
  392. ;; append to existing physics logfile, or overwrite existing logfiles?
  393. ;physics_logging_append_existing_logfile = true
  394. ; ##
  395. ; ## Joint support
  396. ; ##
  397. ; if you would like physics joints to be enabled through a special naming convention in the client, set this to true. (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
  398. ;use_NINJA_physics_joints = true
  399. [RemoteAdmin]
  400. enabled = false
  401. access_password = unknown
  402. ; the create_region XmlRpc call uses region_file_template to generate
  403. ; the file name of newly create regions (if they are created
  404. ; persistent). the parameter available are:
  405. ; {0} - X location
  406. ; {1} - Y location
  407. ; {2} - region UUID
  408. ; {3} - region port
  409. ; {4} - region name with " ", ":", "/" mapped to "_"
  410. region_file_template = "{0}x{1}-{2}.xml"
  411. ; we can limit the number of regions that XmlRpcCreateRegion will
  412. ;allow by setting this to a positive, non-0 number: as long as the
  413. ;number of regions is below region_limits, XmlRpcCreateRegion will
  414. ;succeed. setting region_limit to 0 disables the check.
  415. ;region_limit = 0
  416. enabled_methods = all
  417. ; enable only those methods you deem to be appropriate using a | delimited whitelist
  418. ; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml
  419. ; if this parameter is not specified but enabled = true, all methods will be available
  420. [RestPlugins]
  421. ; Change this to true to enable REST Plugins. This must be true if you wish to use
  422. ; REST Region or REST Asset and Inventory Plugins
  423. enabled = false
  424. god_key = SECRET
  425. prefix = /admin
  426. [RestRegionPlugin]
  427. ; Change this to true to enable the REST Region Plugin
  428. enabled = false
  429. [RestHandler]
  430. ; Change this to true to enable the REST Asset and Inventory Plugin
  431. enabled = false
  432. authenticate=true
  433. secured=true
  434. extended-escape=true
  435. realm=OpenSim REST
  436. dump-asset=false
  437. path-fill=true
  438. dump-line-size=32
  439. flush-on-error=true
  440. ; Uncomment the following for IRC bridge
  441. ; experimental, so if it breaks... keep both parts... yada yada
  442. ; also, not good error detection when it fails
  443. ;[IRC]
  444. ;enabled = true ; you need to set this otherwise it won't connect
  445. ;server = name.of.irc.server.on.the.net
  446. ;; user password - only use this if the server requires one
  447. ;password = mypass
  448. ;nick = OpenSimBotNameProbablyMakeThisShorter
  449. ;channel = #the_irc_channel_you_want_to_connect_to
  450. ;port = 6667
  451. ;; channel to listen for configuration commands
  452. ;commands_enabled = false
  453. ;command_channel = 2777
  454. ;report_clients = true
  455. ;; relay private chat connections
  456. ;; relay_private_channels = true: will relay IRC chat from/to private in-world channels
  457. ;; relay_private_channel_out -- channel to send messages out to the IRC bridge
  458. ;; relay_private_channel_in -- channel to receive message from the IRC bridge
  459. ;; relay_chat = false: IRC bridge will not relay normal chat
  460. ;; access_password -- simple security device
  461. ;;
  462. ;; so, to just relay chat from an IRC channel to in-world region and vice versa:
  463. ;;
  464. ;; relay_private_channels = false
  465. ;; relay_chat = true
  466. ;;
  467. ;; to relay chat only to/from private in-world channels:
  468. ;;
  469. ;; relay_chat = false
  470. ;; relay_private_channels = true
  471. ;; relay_private_channel_in = 2226
  472. ;; relay_private_channel_out = 2225
  473. ;;
  474. ;; in this example, all chat coming in from IRC will be send out via
  475. ;; in-world channel 2226, and all chat from in-world channel 2225 will
  476. ;; be relayed to the IRC channel.
  477. ;;
  478. ;relay_private_channels = false
  479. ;relay_private_channel_in = 2226
  480. ;relay_private_channel_out = 2225
  481. ;relay_chat = true
  482. ;access_password = foobar
  483. ;fallback_region = name of "default" region
  484. ;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
  485. ; must start with "PRIVMSG {0} : " or irc server will get upset
  486. ;for <bot>:<user in region> :<message>
  487. ;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
  488. ;for <bot>:<message> - <user of region> :
  489. msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
  490. ;for <bot>:<message> - from <user> :
  491. ;msgformat = "PRIVMSG {0} : {3} - from {1}"
  492. ;[CMS]
  493. ;enabled = true
  494. ;channel = 345
  495. [Voice]
  496. ; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs
  497. enabled = false
  498. ; This is not supported by the SLViewer right now and
  499. ; hardcoded within the SL Viewer. Maybe it will be
  500. ; changed in future. :-)
  501. account_management_server = https://www.bhr.vivox.com/api2
  502. ; Global SIP Server for conference calls
  503. sip_domain = testserver.com
  504. [AsteriskVoice]
  505. ; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs
  506. enabled = false
  507. ; SIP account server domain
  508. sip_domain = testserver.com
  509. ; SIP conf server domain
  510. conf_domain = testserver.com
  511. ; URL of the asterisk opensim frontend
  512. asterisk_frontend = http://testserver.com:49153/
  513. ; password for the asterisk frontend XmlRpc calls
  514. asterisk_password = bah-humbug
  515. ; timeout for XmlRpc calls to asterisk front end (in ms)
  516. asterisk_timeout = 3000
  517. ; salt for asterisk nonces
  518. asterisk_salt = paluempalum
  519. ; Uncomment the following to control the progression of daytime
  520. ; in the Sim. The defaults are what is shown below
  521. ;[Sun]
  522. ; number of wall clock hours for an opensim day. 24.0 would mean realtime
  523. ;day_length = 4
  524. ; Year length in days
  525. ;year_length = 60
  526. ; Day to Night Ratio
  527. ;day_night_offset = 0.45
  528. ; send a Sun update every update_interval # of frames. A lower number will
  529. ; make for smoother sun transition at the cost of network
  530. ;update_interval = 100
  531. [ScriptEngine.DotNetEngine]
  532. Enabled = true
  533. ScriptDelayFactor = 1.0
  534. ScriptDistanceLimitFactor = 1.0
  535. ;
  536. ; These settings are specific to DotNetEngine script engine
  537. ; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file.
  538. ;
  539. ; When a script receives an event the event is queued.
  540. ; Any free thread will start executing this event. One script can only have one event executed simultaneously.
  541. ; 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.
  542. ; Same if you have 10 threads, then only 10 scripts can be run simultaneously.
  543. ; But because most scripts exit after their task, the threads are free to go on to the next script.
  544. ; Refresh ScriptEngine config options (these settings) every xx seconds
  545. ; 0 = Do not refresh
  546. ; Set it to number of seconds between refresh, for example 30.
  547. ; Will allow you to change ScriptEngine settings while server is running just by using "CONFIG SET" on console
  548. ; For example to increase or decrease number of threads: CONFIG SET NumberOfScriptThreads 10
  549. ; NOTE! Disabled for now. Feature does not work.
  550. RefreshConfig=0
  551. ; Number of threads to use for script event execution
  552. ; Threads are shared across all regions
  553. NumberOfScriptThreads=2
  554. ; Script event execution thread priority inside application.
  555. ; Valid values: Lowest, BelowNormal, Normal, AboveNormal, Highest
  556. ScriptThreadPriority=BelowNormal
  557. ; How long MAX should a script event be allowed to run (per event execution)?
  558. ; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function
  559. ; There is also a small speed penalty for every kill that is made
  560. MaxEventExecutionTimeMs=5000
  561. ; Should we enable the max script event execution thread to look for scripts that exceed their timeslice?
  562. EnforceMaxEventExecutionTime=true
  563. ; Should we stop the script completely when time exceeds?
  564. ; This is useful if you have a high <MaxEventExecutionTimeMs> and want to deactivate scripts that go wrong
  565. ; Note that for example physics engine can slow down the system and make scripts spend more time
  566. DeactivateScriptOnTimeout=false
  567. ; If no scripts have executed in this pass how long should we sleep before checking again
  568. ; Impact:
  569. ; Too low and you will waste lots of CPU
  570. ; Too high and people touching object or similar will have to wait up to this amount of time before script responding
  571. SleepTimeIfNoScriptExecutionMs=50
  572. ; AppDomains are used for two things:
  573. ; * Security: Scripts inside AppDomains are limited in permissions.
  574. ; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded.
  575. ; AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims).
  576. ; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
  577. ScriptsPerAppDomain=1
  578. ; MaintenanceLoop
  579. ; How often to run maintenance loop
  580. ; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time
  581. MaintenanceLoopms=50
  582. ; How many maintenanceloops between each of these.
  583. ; (if 2 then function will be executed every MaintenanceLoopms*2 ms)
  584. ; Script loading/unloading
  585. ; How long load/unload thread should sleep if there is nothing to do
  586. ; Higher value makes it respond slower when scripts are added/removed from prims
  587. ; But once active it will process all in queue before sleeping again
  588. MaintenanceLoopTicks_ScriptLoadUnload=1
  589. ; Other tasks
  590. ; check if we need to reload config, adjust running config and enforce max execution time
  591. MaintenanceLoopTicks_Other=10
  592. ; Allow the use of os* functions (some are dangerous)
  593. ; Default is false
  594. AllowOSFunctions = false
  595. ; Threat level to allow if os functions are enabled
  596. ; One of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
  597. ; Default is VeryLow
  598. OSFunctionThreatLevel = VeryLow
  599. ; Maximum number of items in load/unload queue before we start rejecting loads
  600. ; Note that we will only be rejecting load. Unloads will still be able to queue.
  601. LoadUnloadMaxQueueSize=100
  602. ; Maximum number of (LSL) events that can be queued before new events are ignored.
  603. EventExecutionMaxQueueSize=300
  604. ; Async LL command sleep
  605. ; If no async LL commands are waiting, how long should thread sleep before checking again
  606. ; Async LL commands are LSL-commands that causes an event to be fired back with result
  607. AsyncLLCommandLoopms=50
  608. ; 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
  609. WriteScriptSourceToDebugFile=true
  610. ; Specify default script compiler
  611. ; 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
  612. ; Valid languages are: lsl, cs, js and vb
  613. DefaultCompileLanguage=lsl
  614. ; Specify what compilers are allowed to be used
  615. ; Note vb only works on Windows for now (Mono lacks VB compile support)
  616. ; Valid languages are: lsl, cs, js and vb
  617. ; AllowedCompilers=lsl,cs,js,vb. *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk.
  618. AllowedCompilers=lsl
  619. ; Compile scripts with debugging
  620. ; Probably a thousand times slower, but gives you a line number when something goes wrong.
  621. CompileWithDebugInformation=true
  622. ; Remove old scripts on next startup
  623. CleanUpOldScriptsOnStartup=true
  624. [LL-Functions]
  625. ; Set the following to true to allow administrator owned scripts to execute console commands
  626. AllowosConsoleCommand=false
  627. AllowGodFunctions = false
  628. ; Maximum number of llListen events we allow per script
  629. ; Set this to 0 to have no limit imposed.
  630. max_listens_per_script = 64
  631. [DataSnapshot]
  632. ; The following set of configs pertains to search.
  633. ; Set index_sims to true to enable search engines to index your searchable data
  634. ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
  635. index_sims = false
  636. ; The variable data_exposure controls what the regions expose:
  637. ; minimum: exposes only things explicitly marked for search
  638. ; all: exposes everything
  639. data_exposure = minimum
  640. ; If search is on, change this to your grid name; will be ignored for standalones
  641. gridname = "OSGrid"
  642. ; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.
  643. ; Later, you may want to increase this to 3600 (1 hour) or more
  644. default_snapshot_period = 1200
  645. ; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
  646. snapshot_cache_directory = "DataSnapshot"
  647. ; This semicolon-separated string serves to notify specific data services about the existence
  648. ; of this sim. Uncomment if you want to index your data with this and/or other search providers.
  649. ;data_services="http://metaverseink.com/cgi-bin/register.py"
  650. [Economy]
  651. ; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only -
  652. ; In grid mode, use this currency XMLRPC server. Leave blank for normal functionality
  653. CurrencyServer = ""
  654. ; "http://192.168.1.127/currency.php"
  655. ; In grid mode, this is the land XMLRPC server. Leave blank for normal functionality
  656. LandServer = ""
  657. ;"http://192.168.1.127/landtool.php"
  658. ; 45000 is the highest value that the sim could possibly report because of protocol constraints
  659. ObjectCapacity = 45000
  660. ; Money Unit fee to upload textures, animations etc
  661. PriceUpload = 0
  662. ; Money Unit fee to create groups
  663. PriceGroupCreate = 0
  664. ; This is the account Money goes to for fees. Remember, economy requires that money circulates somewhere... even if it's an upload fee
  665. EconomyBaseAccount = 00000000-0000-0000-0000-000000000000
  666. ; This is the type of user that will pay fees.
  667. ; Set this to 2 for users, estate managers and Estate Owners
  668. ; Set this to 1 for Users and Estate Managers
  669. ; Set this to 0 for Users only.
  670. ; -1 disables
  671. UserLevelPaysFees = -1
  672. ; Amount to give to user as a stipend
  673. UserStipend = 1000
  674. ; 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
  675. ; amount. Be aware that the account money isn't stored anywhere so users will get a stipend if you restart the simulator
  676. IssueStipendWhenClientIsBelowAmount = 10
  677. ; If this is true, the simulator will remember account balances until the simulator is shutdown or restarted.
  678. KeepMoneyAcrossLogins = true
  679. ; We don't really know what the rest of these values do. These get sent to the client
  680. ; These taken from Agni at a Public Telehub. Change at your own risk.
  681. ObjectCount = 0
  682. PriceEnergyUnit = 100
  683. PriceObjectClaim = 10
  684. PricePublicObjectDecay = 4
  685. PricePublicObjectDelete = 4
  686. PriceParcelClaim = 1
  687. PriceParcelClaimFactor = 1
  688. PriceRentLight = 5
  689. TeleportMinPrice = 2
  690. TeleportPriceExponent = 2
  691. EnergyEfficiency = 1
  692. PriceObjectRent = 1
  693. PriceObjectScaleFactor = 10
  694. PriceParcelRent = 1
  695. [SVN]
  696. Enabled = false
  697. Directory = SVNmodule\repo
  698. URL = "svn://your.repo.here/"
  699. Username = "user"
  700. Password = "password"
  701. ImportOnStartup = false
  702. Autosave = false
  703. AutoSavePeriod = 15 ; Number of minutes between autosave backups
  704. [XEngine]
  705. ; Enable this engine in this OpenSim instance
  706. Enabled = true
  707. ; How many threads to keep alive even if nothing is happening
  708. MinThreads = 2
  709. ; How many threads to start at maximum load
  710. MaxThreads = 100
  711. ; Time a thread must be idle (in seconds) before it dies
  712. IdleTimeout = 60
  713. ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
  714. Priority = "BelowNormal"
  715. ; Maximum number of events to queue for a script (excluding timers)
  716. MaxScriptEventQueue = 300
  717. ; Stack size per thread created
  718. ThreadStackSize = 262144
  719. ; Rate to poll for asynchronous command replies (ms)
  720. AsyncLLCommandLoopms = 50
  721. ; Save the source of all compiled scripts
  722. WriteScriptSourceToDebugFile = false
  723. ; Default language for scripts
  724. DefaultCompileLanguage = lsl
  725. ; List of allowed languages (lsl,vb,js,cs)
  726. ; AllowedCompilers=lsl,cs,js,vb.
  727. ; *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk.
  728. AllowedCompilers=lsl
  729. ; Compile debug info (line numbers) into the script assemblies
  730. CompileWithDebugInformation = true
  731. ; Allow the use of os* functions (some are dangerous)
  732. AllowOSFunctions = false
  733. ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
  734. OSFunctionThreatLevel = VeryLow
  735. ; Interval (s) between background save of script states
  736. SaveInterval = 120
  737. ; Interval (s) between maintenance runs (0 = disable)
  738. MaintenanceInterval = 10
  739. ; Time a script can spend in an event handler before it is interrupted
  740. EventLimit = 30
  741. ; If a script overruns it's event limit, kill the script?
  742. KillTimedOutScripts = false
  743. ; Sets the multiplier for the scripting delays
  744. ScriptDelayFactor = 1.0
  745. ; The factor the 10 m distances llimits are multiplied by
  746. ScriptDistanceLimitFactor = 1.0
  747. ; OS Functions enable/disable
  748. ; For each function, you can add one line, as shown
  749. ; The default for all functions allows them if below threat level
  750. ; true allows the use of the function unconditionally
  751. ; Allow_osSetRegionWaterHeight = true
  752. ; false disables the function completely
  753. ; Allow_osSetRegionWaterHeight = false
  754. ; Comma separated list of UUIDS allows the function for that list of UUIDS
  755. ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
  756. ; Allow for llCreateLink and llBreakLink to work without asking for permission
  757. ; only enable this in a trusted environment otherwise you may be subject to hijacking
  758. ; AutomaticLinkPermission = false
  759. [GridInfo]
  760. ; These settings are used to return information on a get_grid_info call.
  761. ; Client launcher scripts and third-party clients make use of this to
  762. ; autoconfigure the client and to provide a nice user experience. If you
  763. ; want to facilitate that, you should configure the settings here according
  764. ; to your grid or standalone setup.
  765. ;
  766. ; See http://opensimulator.org/wiki/GridInfo
  767. ; login uri: for grid this is the user server URI
  768. login = http://127.0.0.1:9000/
  769. ; long grid name: the long name of your grid
  770. gridname = "the lost continent of hippo"
  771. ; short grid name: the short name of your grid
  772. gridnick = "hippogrid"
  773. ; login page: optional: if it exists it will be used to tell the client to use
  774. ; this as splash page
  775. welcome = http://127.0.0.1/welcome
  776. ; helper uri: optional: if it exists if will be used to tell the client to use
  777. ; this for all economy related things
  778. economy = http://127.0.0.1:9000/
  779. ; web page of grid: optional: page providing further information about your grid
  780. about = http://127.0.0.1/about/
  781. ; account creation: optional: page providing further information about obtaining
  782. ; a user account on your grid
  783. register = http://127.0.0.1/register
  784. ; help: optional: page providing further assistance for users of your grid
  785. help = http://127.0.0.1/help
  786. ; password help: optional: page providing password assistance for users of your grid
  787. password = http://127.0.0.1/password
  788. ;These are the settings for the Open Grid Protocol.. the Agent Domain, Region Domain, you know..
  789. [OpenGridProtocol]
  790. ;On/true or Off/false
  791. ogp_enabled=false
  792. ;Name Prefix/suffix when using OGP
  793. ogp_firstname_prefix=""
  794. ogp_lastname_suffix="_EXTERNAL"
  795. [Concierge]
  796. ; Enable concierge module
  797. ; Default is false
  798. enabled = false
  799. ; name of the concierge
  800. whoami = "jeeves"
  801. ; password for updating the welcome message templates via XmlRpc
  802. password = SECRET
  803. ; regex specifying for which regions concierge service is desired; if
  804. ; empty, then for all
  805. regions = "^MeetingSpace-"
  806. ; for each region that matches the regions regexp you can provide
  807. ; (optionally) a welcome template using format substitution:
  808. ; {0} is replaced with the name of the avatar entering the region
  809. ; {1} is replaced with the name of the region
  810. ; {2} is replaced with the name of the concierge (whoami variable above)
  811. welcomes = /path/to/welcome/template/directory
  812. ; Concierge can send attendee lists to an event broker whenever an
  813. ; avatar enters or leaves a concierged region. the URL is subject
  814. ; to format substitution:
  815. ; {0} is replaced with the region's name
  816. ; {1} is replaced with the region's UUID
  817. broker = "http://broker.place.com/{1}"
  818. [Trees]
  819. ; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying
  820. active_trees = false
  821. ; Density of tree population
  822. tree_density = 1000.0
  823. [RegionReady]
  824. ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
  825. enabled = false
  826. ; Channel on which to signal region readiness through a message
  827. ; formatted as follows: "{0|1},n,[oar error]"
  828. ; - the first number indicating whether the OAR file loaded ok (1 == ok, 0 == error)
  829. ; - the second number indicates how many scrips failed to compile
  830. ; - "oar error" if supplied, provides the error message from the OAR load
  831. channel_notify = -800