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OpenSim.ini.example 10 KB

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  1. [Startup]
  2. gridmode = false
  3. ; ##
  4. ; ## STORAGE
  5. ; ##
  6. ; *** Prim Storage - only leave one storage_plugin uncommented ***
  7. ; --- The NullStorage stores nothing - effectively disabling persistence:
  8. storage_plugin = "OpenSim.DataStore.NullStorage.dll"
  9. ; --- To use sqlite as region storage:
  10. ;storage_plugin = "OpenSim.Framework.Data.SQLite.dll"
  11. storage_connection_string="URI=file:OpenSim.db,version=3";
  12. ; --- To use MySQL storage, supply your own connectionstring (this is only an example):
  13. ; note that the supplied account needs create privilegies if you want it to auto-create needed tables.
  14. ; storage_plugin="OpenSim.Framework.Data.MySQL.dll"
  15. ; storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
  16. ; turn on experimental storage of prim inventories in the region database
  17. ; Prim inventory storage is now turned on by default
  18. ; However, this option remains in case it needs to be disabled
  19. ; More details of the current state of this can be found at
  20. ;
  21. ; http://opensimulator.org/wiki/OpenSim:Prim_Inventory_Persistence
  22. ;
  23. storage_prim_inventories = true
  24. ; Avatar appearance persistence
  25. appearance_persist = false
  26. appearance_connection_string = "Data Source=localhost;Database=avatar_appearance;User ID=root;Password=xxxx;pooling=false;"
  27. ; Select the type of database to use for asset storage
  28. ;asset_database = "db4o"
  29. asset_database = "sqlite"
  30. ;asset_database = "grid"
  31. ;asset_database = "mssql"
  32. ; ##
  33. ; ## PHYSICS
  34. ; ##
  35. ; Select a mesher here. ZeroMesher is save and fast.
  36. ; ZeroMesher also means that the physics engine models the physics of prims
  37. ; sticking to the basic shapes the engine does support. Usually this is only a box.
  38. ; Meshmerizer gives a better handling of complex prims by using triangle meshes.
  39. ; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
  40. ;
  41. meshing = ZeroMesher
  42. ;meshing = Meshmerizer
  43. ; Choose one of the physics engines below
  44. physics = basicphysics
  45. ;physics = POS
  46. ;physics = OpenDynamicsEngine
  47. ;physics = modified_BulletX
  48. verbose = true
  49. startup_console_commands_file = "startup_commands.txt"
  50. shutdown_console_commands_file = "shutdown_commands.txt"
  51. serverside_object_permissions = false
  52. ; if you would like to allow prim to be physical and move by physics with the physical checkbox in the client set this to true.
  53. physical_prim = true
  54. ; To run a script every few minutes, set the script filename here
  55. ; timer_Script = "filename"
  56. ; ##
  57. ; ## ScriptEngine
  58. ; ##
  59. ; These are region modules loaded into each region to provide script support
  60. ; Scripts may be everything from LSL or C# scripts put in prims to whole game systems that controls the whole grid.
  61. ; You can load multiple modules by separating them with a coma.
  62. ;
  63. ; Example:
  64. ;script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll,OpenSim.Region.ScriptEngine.RemoteServer.dll
  65. ;
  66. ; This is the current and most stable ScriptEngine:
  67. script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll
  68. ;Experimental remote ScriptServer plugin (does not currently work):
  69. ;script_engine = OpenSim.Region.ScriptEngine.RemoteServer.dll
  70. [StandAlone]
  71. accounts_authenticate = true
  72. welcome_message = "Welcome to OpenSim"
  73. inventory_plugin = "OpenSim.Framework.Data.SQLite.dll"
  74. ; User Data Database provider
  75. ; userDatabase_plugin = "OpenSim.Framework.Data.DB4o.dll"
  76. ; userDatabase_plugin = "OpenSim.Framework.Data.MySQL.dll"
  77. userDatabase_plugin = "OpenSim.Framework.Data.SQLite.dll"
  78. default_location_x = 1000
  79. default_location_y = 1000
  80. dump_assets_to_file = false
  81. [Network]
  82. http_listener_port = 9000
  83. remoting_listener_port = 8895
  84. ; Uncomment below to enable llRemoteData/remote channels
  85. ; remoteDataPort = 20800
  86. grid_server_url = "http://127.0.0.1:8001"
  87. grid_send_key = "null"
  88. grid_recv_key = "null"
  89. user_server_url = "http://127.0.0.1:8002"
  90. user_send_key = "null"
  91. user_recv_key = "null"
  92. asset_server_url = "http://127.0.0.1:8003"
  93. inventory_server_url = "http://127.0.0.1:8004"
  94. [Chat]
  95. whisper_distance = 10
  96. say_distance = 30
  97. shout_distance = 100
  98. ; Uncomment the following for IRC bridge
  99. ; experimental, so if it breaks... keep both parts... yada yada
  100. ; also, not good error detection when it fails
  101. ;[IRC]
  102. ;server = name.of.irc.server.on.the.net
  103. ;nick = OpenSimBotNameProbablyMakeThisShorter
  104. ;channel = #the_irc_channel_you_want_to_connect_to
  105. ;port = 6667
  106. ;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
  107. ; must start with "PRIVMSG {0} : " or irc server will get upset
  108. ;for <bot>:<user in region> :<message>
  109. ;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
  110. ;for <bot>:<message> - <user of region> :
  111. msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
  112. ;for <bot>:<message> - from <user> :
  113. ;msgformat = "PRIVMSG {0} : {3} - from {1}"
  114. ; Uncomment the following to control the progression of daytime
  115. ; in the Sim. The defaults are what is shown below
  116. ;[Sun]
  117. ; number of wall clock hours for an opensim day. 24.0 would mean realtime
  118. ;day_length = 0.5
  119. ; send a Sun update ever frame_rate # of frames. A lower number will
  120. ; make for smoother sun transition at the cost of network
  121. ;frame_rate = 100
  122. [ScriptEngine.DotNetEngine]
  123. ;
  124. ; These settings are specific to DotNetEngine script engine
  125. ; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file.
  126. ;
  127. ; When a script receives an event the event is queued.
  128. ; Any free thread will start executing this event. One script can only have one event executed simultaneously.
  129. ; 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.
  130. ; Same if you have 10 threads, then only 10 scripts can be run simultaneously.
  131. ; But because most scripts exit after their task, the threads are free to go on to the next script.
  132. ; Refresh ScriptEngine config options (these settings) every xx seconds
  133. ; 0 = Do not refresh
  134. ; Set it to number of seconds between refresh, for example 30.
  135. ; Will allow you to change ScriptEngine settings while server is running just by editing this file.
  136. ; For example to increase or decrease number of threads.
  137. ; NOTE! Disabled for now. Feature does not work.
  138. RefreshConfig=0
  139. ; Number of threads to use for script event execution
  140. ; Threads are shared across all regions
  141. NumberOfScriptThreads=2
  142. ; Script event execution thread priority inside application.
  143. ; Valid values: Lowest, BelowNormal, Normal, AboveNormal, Highest
  144. ScriptThreadPriority=BelowNormal
  145. ; Should the script threads be private for each region?
  146. ; true: Each region will get <NumberOfScriptThreads> dedicated to scripts within that region
  147. ; Number of threads will be <NumberOfScriptThreads>*<NumberOfRegions>
  148. ; false: All regions share <NumberOfScriptThreads> for all their scripts
  149. ; Note! If you run multiple script engines based on "OpenSim.Region.ScriptEngine.Common" then all of them will share the same threads.
  150. ; *** This setting will not work until you restart OpenSim
  151. PrivateRegionThreads=false
  152. ; How long MAX should a script event be allowed to run (per event execution)?
  153. ; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function
  154. ; There is also a small speed penalty for every kill that is made
  155. MaxEventExecutionTimeMs=5000
  156. ; Should we enable the max script event execution thread to look for scripts that exceed their timeslice?
  157. EnforceMaxEventExecutionTime=true
  158. ; Should we stop the script completely when time exceeds?
  159. ; This is useful if you have a high <MaxEventExecutionTimeMs> and want to deactivate scripts that go wrong
  160. ; Note that for example physics engine can slow down the system and make scripts spend more time
  161. DeactivateScriptOnTimeout=false
  162. ; If no scripts have executed in this pass how long should we sleep before checking again
  163. ; Impact:
  164. ; Too low and you will waste lots of CPU
  165. ; Too high and people touching object or similar will have to wait up to this amount of time before script responding
  166. SleepTimeIfNoScriptExecutionMs=50
  167. ; AppDomains are used for two things:
  168. ; * Security: Scripts inside AppDomains are limited in permissions.
  169. ; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded.
  170. ; AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims).
  171. ; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
  172. ScriptsPerAppDomain=1
  173. ; Script loading / unloading sleep
  174. ; How long load/unload thread should sleep if there is nothing to do
  175. ; Higher value makes it respond slower when scripts are added/removed from prims
  176. ; But once active it will process all in queue before sleeping again
  177. ScriptLoadUnloadLoopms=30
  178. ; Loading and unloading of scripts is queued and processed by a separate thread.
  179. ; This thread can either be shared among all regions, or private (one thread per region)
  180. PrivateScriptLoadUnloadThread=false
  181. ; Maximum number of items in load/unload queue before we start rejecting loads
  182. ; Note that we will only be rejecting load. Unloads will still be able to queue.
  183. LoadUnloadMaxQueueSize=100
  184. ; Maximum number of (LSL) events that can be queued before new events are ignored.
  185. EventExecutionMaxQueueSize=300
  186. ; Async LL command sleep
  187. ; If no async LL commands are waiting, how long should thread sleep before checking again
  188. ; Async LL commands are LSL-commands that causes an event to be fired back with result
  189. AsyncLLCommandLoopms=50
  190. ; 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
  191. WriteScriptSourceToDebugFile=true
  192. ; Specify default script compiler
  193. ; 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
  194. ; Valid languages are: lsl, cs, js and vb
  195. DefaultCompileLanguage=lsl
  196. ; Specify what compilers are allowed to be used
  197. ; Note vb only works on Windows for now (Mono lacks VB compile support)
  198. ; Valid languages are: lsl, cs, js and vb
  199. AllowedCompilers=lsl,cs,js,vb
  200. ; Compile scripts with debugging
  201. ; Probably a thousand times slower, but gives you a line number when something goes wrong.
  202. CompileWithDebugInformation=true
  203. ; Remove old scripts on next startup
  204. CleanUpOldScriptsOnStartup=true
  205. [LL-Functions]
  206. ; Set the following to true to allow administrator owned scripts to execute console commands
  207. AllowosConsoleCommand=false