OpenSim.ini.example 10 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267
  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. ; Should avatars in neighbor sims see objects in this sim?
  33. see_into_this_sim_from_neighbor = True
  34. ; ##
  35. ; ## PHYSICS
  36. ; ##
  37. ; Select a mesher here. ZeroMesher is save and fast.
  38. ; ZeroMesher also means that the physics engine models the physics of prims
  39. ; sticking to the basic shapes the engine does support. Usually this is only a box.
  40. ; Meshmerizer gives a better handling of complex prims by using triangle meshes.
  41. ; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
  42. ;
  43. meshing = ZeroMesher
  44. ;meshing = Meshmerizer
  45. ; Choose one of the physics engines below
  46. physics = basicphysics
  47. ;physics = POS
  48. ;physics = OpenDynamicsEngine
  49. ;physics = modified_BulletX
  50. verbose = true
  51. startup_console_commands_file = "startup_commands.txt"
  52. shutdown_console_commands_file = "shutdown_commands.txt"
  53. serverside_object_permissions = false
  54. ; 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.
  55. physical_prim = true
  56. ; To run a script every few minutes, set the script filename here
  57. ; timer_Script = "filename"
  58. ; ##
  59. ; ## ScriptEngine
  60. ; ##
  61. ; These are region modules loaded into each region to provide script support
  62. ; Scripts may be everything from LSL or C# scripts put in prims to whole game systems that controls the whole grid.
  63. ; You can load multiple modules by separating them with a coma.
  64. ;
  65. ; Example:
  66. ;script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll,OpenSim.Region.ScriptEngine.RemoteServer.dll
  67. ;
  68. ; This is the current and most stable ScriptEngine:
  69. script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll
  70. ;Experimental remote ScriptServer plugin (does not currently work):
  71. ;script_engine = OpenSim.Region.ScriptEngine.RemoteServer.dll
  72. [StandAlone]
  73. accounts_authenticate = true
  74. welcome_message = "Welcome to OpenSim"
  75. inventory_plugin = "OpenSim.Framework.Data.SQLite.dll"
  76. ; User Data Database provider
  77. ; userDatabase_plugin = "OpenSim.Framework.Data.DB4o.dll"
  78. ; userDatabase_plugin = "OpenSim.Framework.Data.MySQL.dll"
  79. userDatabase_plugin = "OpenSim.Framework.Data.SQLite.dll"
  80. default_location_x = 1000
  81. default_location_y = 1000
  82. dump_assets_to_file = false
  83. [Network]
  84. http_listener_port = 9000
  85. remoting_listener_port = 8895
  86. ; Uncomment below to enable llRemoteData/remote channels
  87. ; remoteDataPort = 20800
  88. grid_server_url = "http://127.0.0.1:8001"
  89. grid_send_key = "null"
  90. grid_recv_key = "null"
  91. user_server_url = "http://127.0.0.1:8002"
  92. user_send_key = "null"
  93. user_recv_key = "null"
  94. asset_server_url = "http://127.0.0.1:8003"
  95. inventory_server_url = "http://127.0.0.1:8004"
  96. [Chat]
  97. whisper_distance = 10
  98. say_distance = 30
  99. shout_distance = 100
  100. ; Uncomment the following for IRC bridge
  101. ; experimental, so if it breaks... keep both parts... yada yada
  102. ; also, not good error detection when it fails
  103. ;[IRC]
  104. ;server = name.of.irc.server.on.the.net
  105. ;nick = OpenSimBotNameProbablyMakeThisShorter
  106. ;channel = #the_irc_channel_you_want_to_connect_to
  107. ;port = 6667
  108. ;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
  109. ; must start with "PRIVMSG {0} : " or irc server will get upset
  110. ;for <bot>:<user in region> :<message>
  111. ;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
  112. ;for <bot>:<message> - <user of region> :
  113. msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
  114. ;for <bot>:<message> - from <user> :
  115. ;msgformat = "PRIVMSG {0} : {3} - from {1}"
  116. ; Uncomment the following to control the progression of daytime
  117. ; in the Sim. The defaults are what is shown below
  118. ;[Sun]
  119. ; number of wall clock hours for an opensim day. 24.0 would mean realtime
  120. ;day_length = 0.5
  121. ; send a Sun update ever frame_rate # of frames. A lower number will
  122. ; make for smoother sun transition at the cost of network
  123. ;frame_rate = 100
  124. [ScriptEngine.DotNetEngine]
  125. ;
  126. ; These settings are specific to DotNetEngine script engine
  127. ; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file.
  128. ;
  129. ; When a script receives an event the event is queued.
  130. ; Any free thread will start executing this event. One script can only have one event executed simultaneously.
  131. ; 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.
  132. ; Same if you have 10 threads, then only 10 scripts can be run simultaneously.
  133. ; But because most scripts exit after their task, the threads are free to go on to the next script.
  134. ; Refresh ScriptEngine config options (these settings) every xx seconds
  135. ; 0 = Do not refresh
  136. ; Set it to number of seconds between refresh, for example 30.
  137. ; Will allow you to change ScriptEngine settings while server is running just by using "CONFIG SET" on console
  138. ; For example to increase or decrease number of threads: CONFIG SET NumberOfScriptThreads 10
  139. ; NOTE! Disabled for now. Feature does not work.
  140. RefreshConfig=0
  141. ; Number of threads to use for script event execution
  142. ; Threads are shared across all regions
  143. NumberOfScriptThreads=2
  144. ; Script event execution thread priority inside application.
  145. ; Valid values: Lowest, BelowNormal, Normal, AboveNormal, Highest
  146. ScriptThreadPriority=BelowNormal
  147. ; How long MAX should a script event be allowed to run (per event execution)?
  148. ; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function
  149. ; There is also a small speed penalty for every kill that is made
  150. MaxEventExecutionTimeMs=5000
  151. ; Should we enable the max script event execution thread to look for scripts that exceed their timeslice?
  152. EnforceMaxEventExecutionTime=true
  153. ; Should we stop the script completely when time exceeds?
  154. ; This is useful if you have a high <MaxEventExecutionTimeMs> and want to deactivate scripts that go wrong
  155. ; Note that for example physics engine can slow down the system and make scripts spend more time
  156. DeactivateScriptOnTimeout=false
  157. ; If no scripts have executed in this pass how long should we sleep before checking again
  158. ; Impact:
  159. ; Too low and you will waste lots of CPU
  160. ; Too high and people touching object or similar will have to wait up to this amount of time before script responding
  161. SleepTimeIfNoScriptExecutionMs=50
  162. ; AppDomains are used for two things:
  163. ; * Security: Scripts inside AppDomains are limited in permissions.
  164. ; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded.
  165. ; AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims).
  166. ; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
  167. ScriptsPerAppDomain=1
  168. ; MaintenanceLoop
  169. ; How often to run maintenance loop
  170. ; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time
  171. MaintenanceLoopms=50
  172. ; How many maintenanceloops between each of these.
  173. ; (if 2 then function will be executed every MaintenanceLoopms*2 ms)
  174. ; Script loading/unloading
  175. ; How long load/unload thread should sleep if there is nothing to do
  176. ; Higher value makes it respond slower when scripts are added/removed from prims
  177. ; But once active it will process all in queue before sleeping again
  178. MaintenanceLoopTicks_ScriptLoadUnload=1
  179. ; Other tasks
  180. ; check if we need to reload config, adjust running config and enforce max execution time
  181. MaintenanceLoopTicks_Other=10
  182. ; Maximum number of items in load/unload queue before we start rejecting loads
  183. ; Note that we will only be rejecting load. Unloads will still be able to queue.
  184. LoadUnloadMaxQueueSize=100
  185. ; Maximum number of (LSL) events that can be queued before new events are ignored.
  186. EventExecutionMaxQueueSize=300
  187. ; Async LL command sleep
  188. ; If no async LL commands are waiting, how long should thread sleep before checking again
  189. ; Async LL commands are LSL-commands that causes an event to be fired back with result
  190. AsyncLLCommandLoopms=50
  191. ; 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
  192. WriteScriptSourceToDebugFile=true
  193. ; Specify default script compiler
  194. ; 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
  195. ; Valid languages are: lsl, cs, js and vb
  196. DefaultCompileLanguage=lsl
  197. ; Specify what compilers are allowed to be used
  198. ; Note vb only works on Windows for now (Mono lacks VB compile support)
  199. ; Valid languages are: lsl, cs, js and vb
  200. AllowedCompilers=lsl,cs,js,vb
  201. ; Compile scripts with debugging
  202. ; Probably a thousand times slower, but gives you a line number when something goes wrong.
  203. CompileWithDebugInformation=true
  204. ; Remove old scripts on next startup
  205. CleanUpOldScriptsOnStartup=true
  206. [LL-Functions]
  207. ; Set the following to true to allow administrator owned scripts to execute console commands
  208. AllowosConsoleCommand=false