OpenSim.ini.example 63 KB

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  1. ;; This is the main configuration file for OpenSimulator.
  2. ;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
  3. ;; If it's named OpenSim.ini.example then you will need to copy it to
  4. ;; OpenSim.ini first (if that file does not already exist)
  5. ;;
  6. ;; Once you have copied OpenSim.ini.example to OpenSim.ini you will at least
  7. ;; need to set the constants in the [Const] section and pick an architecture
  8. ;; in the [Architecture] section at the end of this file. The architecture
  9. ;; will require a suitable .ini file in the config-include directory, either
  10. ;; StandaloneCommon.ini or GridCommon.ini which you can copy and modify from the
  11. ;; available .example files.
  12. ;;
  13. ;; The settings in this file are in the form "<key> = <value>". For example,
  14. ;; save_crashes = false in the [Startup] section below.
  15. ;;
  16. ;; All settings are initially commented out and the default value used, as
  17. ;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
  18. ;; deleting the initial semicolon (;) and then change the value. This will
  19. ;; override the value in OpenSimDefaults.ini
  20. ;;
  21. ;; If you want to find out what configuration OpenSimulator has finished with
  22. ;; once all the configuration files are loaded then type "config show" on the
  23. ;; region console command line.
  24. ;;
  25. ;;
  26. ;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
  27. ;;
  28. ;; All leading white space is ignored, but preserved.
  29. ;;
  30. ;; Double semicolons denote a text comment
  31. ;;
  32. ;; ;# denotes a configuration directive description
  33. ;; formatted as:
  34. ;; {option} {depends on} {question to ask} {choices} default value
  35. ;; Any text comments following the declaration, up to the next blank line.
  36. ;; will be copied to the generated file (NOTE: generation is not yet
  37. ;; implemented)
  38. ;;
  39. ;; A * in the choices list will allow an empty entry.
  40. ;; An empty question will set the default if the dependencies are
  41. ;; satisfied.
  42. ;;
  43. ;; ; denotes a commented out option.
  44. ;; Any options added to OpenSim.ini.example should be initially commented
  45. ;; out.
  46. [Const]
  47. ; this section defines constants for grid services
  48. ; to simplify other configuration files default settings
  49. ;# {BaseHostname} {} {BaseHostname} {"example.com" "127.0.0.1"} "127.0.0.1"
  50. BaseHostname = "127.0.0.1"
  51. ;# {BaseURL} {} {BaseURL} {"http://${Const|BaseHostname}} "http://${Const|BaseHostname}"
  52. BaseURL = http://${Const|BaseHostname}
  53. ; If you run a grid, several services should not be availble to world, access to them should be blocked on firewall
  54. ; PrivatePort should closed at the firewall.
  55. ;# {PublicPort} {} {PublicPort} {8002 9000} "9000"
  56. ; in case of a standalone this needs to match the parameter http_listener_port in section [Network] below
  57. ; in that case the default is 9000
  58. PublicPort = "9000"
  59. ; for a region on a grid, the grid services public port should be used, normal default is 8002
  60. ;PublicPort = "8002"
  61. ; you can also have them on a diferent url / IP
  62. ;# {PrivURL} {} {PrivURL} {"http://${Const|BaseURL}} "${Const|BaseURL}"
  63. PrivURL = ${Const|BaseURL}
  64. ;grid default private port 8003, not used in standalone
  65. ;# {PrivatePort} {} {PrivatePort} {8003} "8003"
  66. ; port to access private grid services.
  67. ; grids that run all their regions should deny access to this port
  68. ; from outside their networks, using firewalls
  69. PrivatePort = "8003"
  70. [Startup]
  71. ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
  72. ;; Console prompt
  73. ;; Certain special characters can be used to customize the prompt
  74. ;; Currently, these are
  75. ;; \R - substitute region name
  76. ;; \\ - substitute \
  77. ; ConsolePrompt = "Region (\R) "
  78. ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
  79. ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
  80. ; ConsoleHistoryFileEnabled = true
  81. ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
  82. ;; The history file can be just a filename (relative to OpenSim's bin/ directory
  83. ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
  84. ; ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
  85. ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
  86. ;; How many lines of command history should we keep? (default is 100)
  87. ; ConsoleHistoryFileLines = 100
  88. ;# {ConsoleHistoryTimeStamp} {} {Time stamp commands in history file} {} false
  89. ;; Time stamp commands in history file (default false)
  90. ; ConsoleHistoryTimeStamp = false
  91. ;# {save_crashes} {} {Save crashes to disk?} {true false} false
  92. ;; Set this to true if you want to log crashes to disk
  93. ;; this can be useful when submitting bug reports.
  94. ;; However, this will only log crashes within OpenSimulator that cause the
  95. ;; entire program to exit
  96. ;; It will not log crashes caused by virtual machine failures, which
  97. ;; includes mono and ODE failures.
  98. ;; You will need to capture these native stack traces by recording the
  99. ;; session log itself.
  100. ; save_crashes = false
  101. ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
  102. ;; Directory to save crashes to if above is enabled
  103. ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
  104. ; crash_dir = "crashes"
  105. ;# {PIDFile} {} {Path to PID file?} {}
  106. ;; Place to create a PID file
  107. ; PIDFile = "/tmp/OpenSim.exe.pid"
  108. ;# {RegistryLocation} {} {Addins Registry Location} {}
  109. ; Set path to directory for addin registry if you want addins outside of bin.
  110. ; Information about the registered repositories and installed plugins will
  111. ; be stored here. The OpenSim.exe process must have R/W access to the location.
  112. ; RegistryLocation = "."
  113. ;# {ConfigDirectory} {} {Set path to directory for modular ini files} {}
  114. ; Used by region module addins. You can set this to outside bin, so that addin
  115. ; configurations will survive updates. The OpenSim.exe process must have R/W access
  116. ; to the location.
  117. ; ConfigDirectory = "."
  118. ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
  119. ;; Determine where OpenSimulator looks for the files which tell it
  120. ;; which regions to server
  121. ;; Default is "filesystem"
  122. ; region_info_source = "filesystem"
  123. ; region_info_source = "web"
  124. ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
  125. ;; Determines where the region XML files are stored if you are loading
  126. ;; these from the filesystem.
  127. ;; Defaults to bin/Regions in your OpenSimulator installation directory
  128. ; regionload_regionsdir="C:\somewhere\xmlfiles\"
  129. ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
  130. ;; Determines the page from which regions xml is retrieved if you are
  131. ;; loading these from the web.
  132. ;; The XML here has the same format as it does on the filesystem
  133. ;; (including the <Root> tag), except that everything is also enclosed
  134. ;; in a <Regions> tag.
  135. ; regionload_webserver_url = "http://example.com/regions.xml"
  136. ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
  137. ;; Allow the simulator to start up if there are no region configuration available
  138. ;; from the selected region_info_source.
  139. ; allow_regionless = false
  140. ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
  141. ;; Minimum size for non-physical prims. Affects resizing of existing
  142. ;; prims. This can be overridden in the region config file (as
  143. ;; NonPhysicalPrimMin!).
  144. ; NonPhysicalPrimMin = 0.001
  145. ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
  146. ;; Maximum size for non-physical prims. Affects resizing of existing
  147. ;; prims. This can be overridden in the region config file (as
  148. ;; NonPhysicalPrimMax!).
  149. ; NonPhysicalPrimMax = 256
  150. ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
  151. ;; Minimum size where a prim can be physical. Affects resizing of
  152. ;; existing prims. This can be overridden in the region config file.
  153. ; PhysicalPrimMin = 0.01
  154. ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
  155. ;; Maximum size where a prim can be physical. Affects resizing of
  156. ;; existing prims. This can be overridden in the region config file.
  157. ; PhysicalPrimMax = 64
  158. ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
  159. ;; If a viewer attempts to rez a prim larger than the non-physical or
  160. ;; physical prim max, clamp the dimensions to the appropriate maximum
  161. ;; This can be overridden in the region config file.
  162. ; ClampPrimSize = false
  163. ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
  164. ;; Maximum number of prims allowable in a linkset. Affects creating new
  165. ;; linksets. Ignored if less than or equal to zero.
  166. ;; This can be overridden in the region config file.
  167. ; LinksetPrims = 0
  168. ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
  169. ;; Allow scripts to keep running when they cross region boundaries, rather
  170. ;; than being restarted. State is reloaded on the destination region.
  171. ;; This only applies when crossing to a region running in a different
  172. ;; simulator.
  173. ;; For crossings where the regions are on the same simulator the script is
  174. ;; always kept running.
  175. ; AllowScriptCrossing = true
  176. ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
  177. ;; Allow compiled script binary code to cross region boundaries.
  178. ;; If you set this to "true", any region that can teleport to you can
  179. ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
  180. ;; YOU HAVE BEEN WARNED!!!
  181. ; TrustBinaries = false
  182. ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
  183. ;; If you have only one region in an instance, or to avoid the many bugs
  184. ;; that you can trigger in modules by restarting a region, set this to
  185. ;; true to make the entire instance exit instead of restarting the region.
  186. ;; This is meant to be used on systems where some external system like
  187. ;; Monit will restart any instance that exits, thereby making the shutdown
  188. ;; into a restart.
  189. ; InworldRestartShutsDown = false
  190. ;; Persistence of changed objects happens during regular sweeps. The
  191. ;; following control that behaviour to prevent frequently changing objects
  192. ;; from heavily loading the region data store.
  193. ;; If both of these values are set to zero then persistence of all changed
  194. ;; objects will happen on every sweep.
  195. ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
  196. ;; Objects will be considered for persistance in the next sweep when they
  197. ;; have not changed for this number of seconds.
  198. ; MinimumTimeBeforePersistenceConsidered = 60
  199. ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
  200. ;; Objects will always be considered for persistance in the next sweep
  201. ;; if the first change occurred this number of seconds ago.
  202. ; MaximumTimeBeforePersistenceConsidered = 600
  203. ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
  204. ;; if you would like to allow prims to be physical and move by physics
  205. ;; with the physical checkbox in the client set this to true.
  206. ; physical_prim = true
  207. ;; Select a mesher here.
  208. ;;
  209. ;; Meshmerizer properly handles complex prims by using triangle meshes.
  210. ;; Note that only the ODE physics engine currently deals with meshed
  211. ;; prims in a satisfactory way.
  212. ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
  213. ;; ZeroMesher is faster but leaves the physics engine to model the mesh
  214. ;; using the basic shapes that it supports.
  215. ;; Usually this is only a box.
  216. ;; Default is Meshmerizer
  217. ; meshing = Meshmerizer
  218. ; meshing = ZeroMesher
  219. ;; select ubODEMeshmerizer only with ubOde physics engine
  220. ; meshing = ubODEMeshmerizer
  221. ;; Choose one of the physics engines below
  222. ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
  223. ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
  224. ;; BulletSim supports varregions.
  225. ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
  226. ;; It continues to provide a workable physics implementation. It does not currently support varregions.
  227. ;; basicphysics effectively does not model physics at all, making all objects phantom.
  228. ;; Default is BulletSim
  229. ; physics = OpenDynamicsEngine
  230. ; physics = BulletSim
  231. ; physics = basicphysics
  232. ; physics = POS
  233. ;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
  234. ; physics = ubODE
  235. ; ubODE and OpenDynamicsEngine does allocate a lot of memory on stack. On linux you may need to increase its limit
  236. ; script opensim-ode-sh starts opensim setting that limit. You may need to increase it even more on large regions
  237. ; edit the line ulimit -s 262144, and change this last value
  238. ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
  239. ;; Default script engine to use (Xengine if all commented)
  240. ; DefaultScriptEngine = "XEngine"
  241. ;; new alternative engine
  242. ;; see section [YEngine] below
  243. ; DefaultScriptEngine = "YEngine"
  244. ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
  245. ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
  246. ;; required
  247. ; HttpProxy = "http://proxy.com:8080"
  248. ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
  249. ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
  250. ;; list of regular expressions for URLs that you don't want to go through
  251. ;; the proxy.
  252. ;; For example, servers inside your firewall.
  253. ;; Separate patterns with a ';'
  254. ; HttpProxyExceptions = ".mydomain.com;localhost"
  255. ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {DefaultEmailModule} none
  256. ;; The email module requires some configuration. It needs an SMTP
  257. ;; server to send mail through.
  258. ; emailmodule = DefaultEmailModule
  259. ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
  260. ;; SpawnPointRouting adjusts the landing for incoming avatars.
  261. ;; "closest" will place the avatar at the SpawnPoint located in the closest
  262. ;; available spot to the destination (typically map click/landmark).
  263. ;; "random" will place the avatar on a randomly selected spawnpoint.
  264. ;; "sequence" will place the avatar on the next sequential SpawnPoint.
  265. ; SpawnPointRouting = closest
  266. ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
  267. ;; TelehubAllowLandmark allows users with landmarks to override telehub
  268. ;; routing and land at the landmark coordinates when set to true
  269. ;; default is false
  270. ; TelehubAllowLandmark = false
  271. ;; SSL certificate validation options
  272. ;; you can allow selfsigned certificates or no official CA with next option set to true
  273. ;# {NoVerifyCertChain} {} {do not verify SSL Cert Chain} {true false} true
  274. ; NoVerifyCertChain = true
  275. ;; you can also bypass the hostname or domain verification
  276. ;# {NoVerifyCertHostname} {} {do not verify SSL Cert name versus peer name} {true false} true
  277. ; NoVerifyCertHostname = true
  278. ;; having both options true does provide encryption but with low security
  279. ;; set both true if you don't care to use SSL, they are needed to contact regions or grids that do use it.
  280. [AccessControl]
  281. ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
  282. ;; Bar (|) separated list of viewers which may gain access to the regions.
  283. ;; One can use a substring of the viewer name to enable only certain
  284. ;; versions
  285. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  286. ;; - "Imprudence" has access
  287. ;; - "Imprudence 1.3" has access
  288. ;; - "Imprudence 1.3.1" has no access
  289. ; AllowedClients = ""
  290. ;# {DeniedClients} {} {Bar (|) separated list of denied clients} {}
  291. ;; Bar (|) separated list of viewers which may not gain access to the regions.
  292. ;; One can use a Substring of the viewer name to disable only certain
  293. ;; versions
  294. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  295. ;; - "Imprudence" has no access
  296. ;; - "Imprudence 1.3" has no access
  297. ;; - "Imprudence 1.3.1" has access
  298. ;;
  299. ; DeniedClients = ""
  300. [Map]
  301. ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
  302. ;; Map tile options.
  303. ;; If true, then maptiles are generated using the MapImageModule below.
  304. ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
  305. ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
  306. ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
  307. ; GenerateMaptiles = true
  308. ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
  309. ;; The module to use in order to generate map images.
  310. ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
  311. ;; generate better images.
  312. ;MapImageModule = "MapImageModule"
  313. ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
  314. ;; If desired, a running region can update the map tiles periodically
  315. ;; to reflect building activity. This names no sense of you don't have
  316. ;; prims on maptiles. Value is in seconds.
  317. ; MaptileRefresh = 0
  318. ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
  319. ;; If not generating maptiles, use this static texture asset ID
  320. ;; This may be overridden on a per region basis in Regions.ini
  321. ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
  322. ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
  323. ;; Use terrain texture for maptiles if true, use shaded green if false
  324. ; TextureOnMapTile = true
  325. ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
  326. ;; Draw objects on maptile. This step might take a long time if you've
  327. ;; got a large number of objects, so you can turn it off here if you'd like.
  328. ; DrawPrimOnMapTile = true
  329. ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
  330. ;; Texture the faces of the prims that are rendered on the map tiles.
  331. ; TexturePrims = true
  332. ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
  333. ;; Only texture prims that have a diagonal size greater than this number
  334. ; TexturePrimSize = 48
  335. ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
  336. ;; Attempt to render meshes and sculpties on the map.
  337. ; RenderMeshes = false
  338. ;# {MapColorWater} {} {Water color for textured and shaded maps} {"#1D475F"}
  339. ; MapColorWater = "#3399FF"
  340. ;# {MapColor1} {} {Terrain color 1 for textured maps} {"#A58976"}
  341. ; MapColor1 = "#A58976"
  342. ;# {MapColor2} {} {Terrain color 2 for textured maps} {"#455931"}
  343. ; MapColor2 = "#455931"
  344. ;# {MapColor3} {} {Terrain color 3 for textured maps} {"#A29A8D"}
  345. ; MapColor3 = "#A29A8D"
  346. ;# {MapColor4} {} {Terrain color 4 for textured maps} {"#C8C8C8"}
  347. ; MapColor4 = "#C8C8C8"
  348. [Permissions]
  349. ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
  350. ;; Permission modules to use, separated by comma.
  351. ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
  352. ; permissionmodules = DefaultPermissionsModule
  353. ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
  354. ;; These are the parameters for the default permissions module
  355. ;;
  356. ;; If set to false, then, in theory, the server never carries out
  357. ;; permission checks (allowing anybody to copy
  358. ;; any item, etc. This may not yet be implemented uniformally.
  359. ;; If set to true, then all permissions checks are carried out
  360. ; serverside_object_permissions = true
  361. ; if next 2 are false, several admin powers are only active if god powers requested on viewer
  362. ; this reduces mistakes
  363. ; set both to true to enable previous behaviour
  364. automatic_gods = false
  365. implicit_gods = false
  366. ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
  367. ;; This allows users with a UserLevel of 200 or more to assume god
  368. ;; powers in the regions in this simulator.
  369. ;; if you don't trust grid admins, what are you doing there?
  370. allow_grid_gods = true
  371. ;; This allows some control over permissions
  372. ;; please note that this still doesn't duplicate SL, and is not intended to
  373. ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
  374. ;; Allow region owners to assume god powers in their regions
  375. ; region_owner_is_god = true
  376. ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
  377. ;; Allow region managers to assume god powers in regions they manage
  378. ; region_manager_is_god = false
  379. ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
  380. ;; More control over permissions
  381. ;; This is definitely not SL!
  382. ;; Provides a simple control for land owners to give build rights to
  383. ;; specific avatars in publicly accessible parcels that disallow object
  384. ;; creation in general.
  385. ;; Owners specific avatars by adding them to the Access List of the parcel
  386. ;; without having to use the Groups feature
  387. ; simple_build_permissions = false
  388. [Estates]
  389. ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
  390. ; If these values are uncommented then they will be used to create a default estate as necessary.
  391. ; New regions will be automatically assigned to that default estate.
  392. ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
  393. ;; Name for the default estate
  394. ; DefaultEstateName = My Estate
  395. ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
  396. ;; Name for default estate owner
  397. ; DefaultEstateOwnerName = FirstName LastName
  398. ; ** Standalone Estate Settings **
  399. ; The following parameters will only be used on a standalone system to
  400. ; create an estate owner that does not already exist
  401. ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
  402. ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
  403. ;; UUID will be assigned. This is normally what you want
  404. ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
  405. ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
  406. ;; Email address for the default estate owner
  407. ; DefaultEstateOwnerEMail = [email protected]
  408. ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
  409. ;; Password for the default estate owner
  410. ; DefaultEstateOwnerPassword = password
  411. [SMTP]
  412. ;; The SMTP server enabled the email module to send email to external
  413. ;; destinations.
  414. ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable module?} {true false} false
  415. ;; Enable the email module
  416. ; enabled = false
  417. ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable send to objects to regions not on instance?} {true false} true
  418. ;; Enable sending email to regions not on current opensimulator instance. Currently does not work
  419. ; enableEmailToExternalObjects = true
  420. ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {maximum number of emails from a object owner per hour} {} 500
  421. ; MailsFromOwnerPerHour = 500
  422. ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {maximum number of emails to a prim address per hour} {} 50
  423. ; MailsToPrimAddressPerHour = 20
  424. ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {maximum number of emails via smtp per day} {} 100
  425. ; MailsToAddressPerHour = 500
  426. ;SMTP_MailsPerDay = 100
  427. ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {maximum number of emails to a SMTP address per hour} {} 10
  428. ; MailsToSMTPAddressPerHour = 10
  429. ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable send to the world?} {true false} true
  430. ;; Enable sending email to the world.
  431. ; enableEmailToSMTP = true
  432. ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
  433. ; internal_object_host = lsl.opensim.local
  434. ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
  435. ; if the smtp service allows, the from address will be <objectUUID@host_domain_header_from>
  436. ; if not set SMTP_SERVER_FROM below
  437. ; host_domain_header_from = "127.0.0.1"
  438. ;# {SMTP_SERVER_FROM} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server from name?} {}
  439. ; some smtp servers require a known From email address or will give Error 500 - Envelope from address is not authorised
  440. ; set to a valid email address that smtp will accept (in some cases must be like SMTP_SERVER_LOGIN)
  441. ; SMTP_SERVER_FROM = ""
  442. ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
  443. ; email_pause_time = 20
  444. ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
  445. ; email_max_size = 4096
  446. ;# {SMTP_SERVER_TLS} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP use TLS?} {} false
  447. ; SMTP_SERVER_TLS = false
  448. ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
  449. ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
  450. ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
  451. ; SMTP_SERVER_PORT = 25
  452. ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
  453. ; SMTP_SERVER_LOGIN = ""
  454. ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
  455. ; SMTP_SERVER_PASSWORD = ""
  456. ; using TLS and a smtp server with a self signed certificate you will need to set next two options false
  457. ;# {SMTP_VerifyCertChain} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP Verify cert chain option} {} true
  458. ; SMTP_VerifyCertChain = true
  459. ;# {SMTP_VerifyCertNames} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP Verify cert chain option} {} true
  460. ; SMTP_VerifyCertNames = true
  461. [Network]
  462. ;# {ConsoleUser} {} {User name for console account} {}
  463. ;; Configure the remote console user here. This will not actually be used
  464. ;; unless you use -console=rest at startup.
  465. ; ConsoleUser = "Test"
  466. ;# {ConsolePass} {} {Password for console account} {}
  467. ; ConsolePass = "secret"
  468. ;# {console_port} {} {Port for console connections} {} 0
  469. ; console_port = 0
  470. ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
  471. ;; Simulator HTTP port. This is not the region port, but the port the
  472. ;; entire simulator listens on. This port uses the TCP protocol, while
  473. ;; the region ports use UDP.
  474. ; http_listener_port = 9000
  475. ; optional main server secure http (ssl)
  476. ; to use ssl you need a ssl certificate in PKCS12 format that validates the ExternalHostnames
  477. ; or their domains
  478. ; some viewers by default only accept certificates signed by a oficial CA
  479. ; to use others like self signed certificates with those viewers,
  480. ; their debug option NoVerifySSLCert needs to be set true, You need to inform users about this
  481. ; the main unsecure port will still open for some services. this may change in future.
  482. ; set http_listener_ssl to enable main server ssl. it will replace unsecure port on most functions
  483. ;# {http_listener_ssl}{} {enable main server ssl port)} {} false
  484. ;http_listener_ssl = false
  485. ; Set port for main SSL connections
  486. ;# {http_listener_sslport}{} {main server ssl port)} {} 9001
  487. ;http_listener_sslport = 9001 ;
  488. ; currently if using ssl, regions ExternalHostName must the the same and equal to http_listener_cn
  489. ; this may be removed in future
  490. ;# {http_listener_cn}{} {main server ssl externalHostName)} {} ""
  491. ;http_listener_cn = "myRegionsExternalHostName"
  492. ; the path for the certificate path
  493. ;# {http_listener_cert_path}{} {main server ssl certificate file path)} {} ""
  494. ;http_listener_cert_path = "mycert.p12"
  495. ;# {http_listener_cert_pass}{} {main server ssl certificate password)} {} ""
  496. ;http_listener_cert_pass = "mycertpass" ; the cert passwork
  497. ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
  498. ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
  499. ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
  500. ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
  501. ; this HTTP calls can also use ssl see opensimDefaults.ini
  502. ;
  503. ; You can whitelist individual endpoints by IP or FQDN, e.g.
  504. ;
  505. ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
  506. ;
  507. ; You can specify multiple addresses by separating them with a bar. For example,
  508. ;
  509. ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
  510. ;
  511. ; If an address if given without a port number then port 80 is assumed
  512. ;
  513. ; You can also specify a network range in CIDR notation to whitelist, e.g.
  514. ;
  515. ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
  516. ;
  517. ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
  518. ; To specify an individual IP address use the /32 netmask
  519. ;
  520. ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
  521. ;
  522. ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation
  523. ;# {HttpBodyMaxLenMAX} {} {Maximum bytes allowed for HTTP_BODY_MAXLENGTH} {} 16384
  524. ;; By default, llHTTPRequest limits the response body to 2048 bytes.
  525. ;; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum
  526. ;; of HttpBodyMaxLenMAX bytes.
  527. ;; Please be aware that the limit can be set to insanely high values,
  528. ;; effectively removing any limitation. This will expose your sim to a
  529. ;; known attack. It is not recommended to set this limit higher than
  530. ;; the highest value that is actually needed by existing applications!
  531. ;; 16384 is the SL compatible value.
  532. ; HttpBodyMaxLenMAX=16384
  533. ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
  534. ;; Hostname to use in llRequestURL/llRequestSecureURL
  535. ;; if not defined - llRequestURL/llRequestSecureURL are disabled
  536. ExternalHostNameForLSL = ${Const|BaseHostname}
  537. ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
  538. ;; What is reported as the "X-Secondlife-Shard"
  539. ;; Defaults to the user server url if not set
  540. ;; The old default is "OpenSim", set here for compatibility
  541. ;; The below is not commented for compatibility.
  542. shard = "OpenSim"
  543. ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
  544. ;; What is reported as the "User-Agent" when using llHTTPRequest
  545. ;; Defaults to not sent if not set here. See the notes section in the wiki
  546. ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
  547. ;; " (Mozilla Compatible)" to the text where there are problems with a
  548. ;; web server
  549. ; user_agent = "OpenSim LSL (Mozilla Compatible)"
  550. ;; The following 3 variables are for HTTP Basic Authentication for the Robust services.
  551. ;; Use this if your central services in port 8003 need to be accessible on the Internet
  552. ;; but you want to protect them from unauthorized access. The username and password
  553. ;; here need to match the ones in the Robust service configuration.
  554. ; AuthType = "BasicHttpAuthentication"
  555. ; HttpAuthUsername = "some_username"
  556. ; HttpAuthPassword = "some_password"
  557. ;;
  558. ;; Any of these 3 variables above can be overriden in any of the service sections.
  559. [XMLRPC]
  560. ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
  561. ;; If enabled and set to XmlRpcRouterModule, this will post an event,
  562. ;; "xmlrpc_uri(string)" to the script concurrently with the first
  563. ;; remote_data event. This will contain the fully qualified URI an
  564. ;; external site needs to use to send XMLRPC requests to that script
  565. ;;
  566. ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
  567. ;; will be registered with an external service via a configured uri
  568. ;XmlRpcRouterModule = "XmlRpcRouterModule"
  569. ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
  570. ;XmlRpcPort = 20800
  571. ;# {XmlRpcHubURI} {XmlRpcRouterModule} {URI for external service used to register xmlrpc channels created in the simulator. This depends on XmlRpcRouterModule being set to XmlRpcGridRouterModule} {} http://example.com
  572. ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
  573. ;; will use this address to register xmlrpc channels on the external
  574. ;; service
  575. ; XmlRpcHubURI = http://example.com
  576. [ClientStack.LindenUDP]
  577. ;; See OpensSimDefaults.ini for the throttle options. You can copy the
  578. ;; relevant sections and override them here.
  579. ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
  580. ;; with the next update!
  581. ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
  582. ;; Quash and remove any light properties from attachments not on the
  583. ;; hands. This allows flashlights and lanterns to function, but kills
  584. ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
  585. ;; will also be affected.
  586. ;; This is especially important in artistic builds that depend on lights
  587. ;; on the build for their appearance, since facelights will cause the
  588. ;; building's lights to possibly not be rendered.
  589. ; DisableFacelights = "false"
  590. [ClientStack.LindenCaps]
  591. ;; For the long list of capabilities, see OpenSimDefaults.ini
  592. ;; Here are the few ones you may want to change. Possible values
  593. ;; are:
  594. ;; "" -- empty, capability disabled
  595. ;; "localhost" -- capability enabled and served by the simulator
  596. ;; "<url>" -- capability enabled and served by some other server
  597. ;;
  598. ; These are enabled by default to localhost. Change if you see fit.
  599. Cap_GetTexture = "localhost"
  600. Cap_GetMesh = "localhost"
  601. Cap_AvatarPickerSearch = "localhost"
  602. Cap_GetDisplayNames = "localhost"
  603. [SimulatorFeatures]
  604. ;# {SearchServerURI} {} {URL of the search server} {}
  605. ;; Optional. If given this serves the same purpose as the grid wide
  606. ;; [LoginServices] SearchURL setting and will override that where
  607. ;; supported by viewers.
  608. ;SearchServerURI = "http://127.0.0.1:9000/"
  609. ;# {DestinationGuideURI} {} {URL of the destination guide} {}
  610. ;; Optional. If given this serves the same purpose as the grid wide
  611. ;; [LoginServices] DestinationGuide setting and will override that where
  612. ;; supported by viewers.
  613. ;DestinationGuideURI = "http://127.0.0.1:9000/guide"
  614. [Chat]
  615. ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
  616. ;; Distance in meters that whispers should travel.
  617. ; whisper_distance = 10
  618. ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
  619. ;; Distance in meters that ordinary chat should travel.
  620. ; say_distance = 20
  621. ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
  622. ;; Distance in meters that shouts should travel.
  623. ; shout_distance = 100
  624. [EntityTransfer]
  625. ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
  626. ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
  627. ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
  628. ;DisableInterRegionTeleportCancellation = false
  629. ;# {LandingPointBehavior} {} {How to honor landing points and telehubs for gods.} {LandingPointBehavior_OS LandingPointBehavior_SL} LandingPointBehavior_OS
  630. ;; This option exists to control the behavior of teleporting gods into places that have landing points
  631. ;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for
  632. ;; avatars with god permissions; SL lets gods land wherever they want.
  633. ;LandingPointBehavior = LandingPointBehavior_OS
  634. [Messaging]
  635. ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
  636. ;; Module to handle offline messaging. The core module requires an external
  637. ;; web service to do this. See OpenSim wiki.
  638. ; OfflineMessageModule = OfflineMessageModule
  639. ;; Or, alternatively, use this one, which works for both standalones and grids
  640. ; OfflineMessageModule = "Offline Message Module V2"
  641. ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
  642. ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
  643. ; OfflineMessageURL = ${Const|BaseURL}/Offline.php
  644. ; OfflineMessageURL = ${Const|PrivURL}:${Const|PrivatePort}
  645. ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
  646. ;; For standalones, this is the storage dll.
  647. ; StorageProvider = OpenSim.Data.MySQL.dll
  648. ; Mute list handler
  649. ;# {MuteListModule} {MuteListModule:MuteListModule} {} {} None
  650. ; Disabled by default
  651. ; MuteListModule = MuteListModule
  652. ;; Control whether group invites and notices are stored for offline users.
  653. ;; Default is true.
  654. ;; This applies to both core groups module.
  655. ; ForwardOfflineGroupMessages = true
  656. [BulletSim]
  657. ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
  658. AvatarToAvatarCollisionsByDefault = true
  659. [ODEPhysicsSettings]
  660. ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
  661. ;; Do we want to mesh sculpted prim to collide like they look?
  662. ;; If you are seeing sculpt texture decode problems
  663. ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
  664. ;; then you might want to try setting this to false.
  665. ; mesh_sculpted_prim = true
  666. [RemoteAdmin]
  667. ;; This is the remote admin module, which uses XMLRPC requests to
  668. ;; manage regions from a web interface.
  669. ;# {enabled} {} {Enable the remote admin interface?} {true false} false
  670. ; enabled = false
  671. ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
  672. ;; Set this to a nonzero value to have remote admin use a different port
  673. ; port = 0
  674. ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
  675. ;; This password is required to make any XMLRPC call (should be set as
  676. ;; the "password" parameter)
  677. ; access_password = ""
  678. ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
  679. ;; List the IP addresses allowed to call RemoteAdmin
  680. ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
  681. ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
  682. ; access_ip_addresses =
  683. ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
  684. ;; set this variable to true if you want the create_region XmlRpc
  685. ;; call to unconditionally enable voice on all parcels for a newly
  686. ;; created region
  687. ; create_region_enable_voice = false
  688. ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
  689. ;; set this variable to false if you want the create_region XmlRpc
  690. ;; call to create all regions as private per default (can be
  691. ;; overridden in the XmlRpc call)
  692. ; create_region_public = false
  693. ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
  694. ;; enable only those methods you deem to be appropriate using a | delimited
  695. ;; whitelist.
  696. ;; For example:
  697. ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
  698. ;; if this parameter is not specified but enabled = true, all methods
  699. ;; will be available
  700. ; enabled_methods = all
  701. ;; specify the default appearance for an avatar created through the remote
  702. ;; admin interface
  703. ;; This will only take effect is the file specified by the
  704. ;; default_appearance setting below exists
  705. ; default_male = Default Male
  706. ; default_female = Default Female
  707. ;; Update appearance copies inventory items and wearables of default
  708. ;; avatars. if this value is false, just worn assets are copied to the
  709. ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
  710. ;; The receiver will wear the same items the default avatar did wear.
  711. ; copy_folders = false
  712. ;; Path to default appearance XML file that specifies the look of the
  713. ;; default avatars
  714. ; default_appearance = default_appearance.xml
  715. [Wind]
  716. ;# {enabled} {} {Enable wind module?} {true false} true
  717. ;; Enables the wind module.
  718. ; enabled = true
  719. ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
  720. ;; How often should wind be updated, as a function of world frames.
  721. ;; Approximately 50 frames a second
  722. ; wind_update_rate = 150
  723. ;; The Default Wind Plugin to load
  724. ; wind_plugin = SimpleRandomWind
  725. ;; These settings are specific to the ConfigurableWind plugin
  726. ;; To use ConfigurableWind as the default, simply change wind_plugin
  727. ;; to ConfigurableWind and uncomment the following.
  728. ; avg_strength = 5.0
  729. ; avg_direction = 0.0
  730. ; var_strength = 5.0
  731. ; var_direction = 30.0
  732. ; rate_change = 1.0
  733. ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
  734. ;; This setting is specific to the SimpleRandomWind plugin
  735. ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
  736. ; strength = 1.0
  737. [Materials]
  738. ;# {enable_materials} {} {Enable Materials support?} {true false} true
  739. ;; This enables the use of Materials.
  740. ; enable_materials = true
  741. ; MaxMaterialsPerTransaction = 50
  742. [DataSnapshot]
  743. ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
  744. ;; The following set of configs pertains to search.
  745. ;; Set index_sims to true to enable search engines to index your
  746. ;; searchable data.
  747. ;; If false, no data will be exposed, DataSnapshot module will be off,
  748. ;; and you can ignore the rest of these search-related configs.
  749. ; index_sims = false
  750. ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
  751. ;; The variable data_exposure controls what the regions expose:
  752. ;; minimum: exposes only things explicitly marked for search
  753. ;; all: exposes everything
  754. ; data_exposure = minimum
  755. ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
  756. ;; If search is on, change this to your grid name; will be ignored for
  757. ;; standalones
  758. ; gridname = "OSGrid"
  759. ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
  760. ;; Period between data snapshots, in seconds. 20 minutes, for starters,
  761. ;; so that you see the initial changes fast.
  762. ;; Later, you may want to increase this to 3600 (1 hour) or more
  763. ; default_snapshot_period = 1200
  764. ;; This will be created in bin, if it doesn't exist already. It will hold
  765. ;; the data snapshots.
  766. ; snapshot_cache_directory = "DataSnapshot"
  767. ;; [Supported, but obsolete]
  768. ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
  769. ; This semicolon-separated string serves to notify specific data services
  770. ; about the existence of this sim. Uncomment if you want to index your
  771. ; data with this and/or other search providers.
  772. ; data_services="http://metaverseink.com/cgi-bin/register.py"
  773. ;; New way of specifying data services, one per service
  774. ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
  775. [Economy]
  776. ; the economy module in use
  777. ; To use other modules you need to override this setting
  778. ; economymodule = BetaGridLikeMoneyModule
  779. ; the url of the economy service.
  780. ; this must match the grid economy setting (also known as helperURI or CurrencyServer, etc)
  781. ; economy = https://the.currency.machine.fdqn:port/folder/folder...
  782. ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
  783. ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
  784. ; There is no intention to implement anything further in core OpenSimulator.
  785. ; This functionality has to be provided by third party modules.
  786. ;; Enables selling things for $0. Default is true.
  787. ; SellEnabled = true
  788. ;# {PriceUpload} {} {Price for uploading?} {} 0
  789. ;; Money Unit fee to upload textures, animations etc. Default is 0.
  790. ; PriceUpload = 0
  791. ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
  792. ;; Money Unit fee to create groups. Default is 0.
  793. ; PriceGroupCreate = 0
  794. [YEngine]
  795. ;; implements non preemptive microthreading, so fixing problems like llSleep or long events handlers
  796. ;; but those will suffer from timeslicing, so will be slower.
  797. ;; warning: scripts state is lost on TP or cross to Xengine regions (cars stop, etc)
  798. ;; ignore its extensions (subset of original XMRengine), those are still undefined.
  799. ;# {Enabled} {} {Enable the YEngine scripting engine?} {true false} true
  800. ; Enabled = true
  801. ;; llSetTimerEvent minimum value. Default 0.5s, 0.05s whould be more resonable
  802. ; MinTimerInterval = 0.5
  803. ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
  804. ;; Sets the multiplier for the scripting delays
  805. ; ScriptDelayFactor = 1.0
  806. ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
  807. ;; The factor the 10 m distances limits are multiplied by
  808. ; ScriptDistanceLimitFactor = 1.0
  809. ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
  810. ;; Maximum length of notecard line read
  811. ;; Increasing this to large values potentially opens
  812. ;; up the system to malicious scripters
  813. ; NotecardLineReadCharsMax = 255
  814. ;# {SensorMaxRange} {} {Sensor range} {} 96.0
  815. ;; Sensor settings
  816. ; SensorMaxRange = 96.0
  817. ;# {SensorMaxResults} {} {Max sensor results returned?} {}
  818. ; SensorMaxResults = 16
  819. ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
  820. ;; Path to script engine assemblies
  821. ;; Default is ./bin/ScriptEngines
  822. ; ScriptEnginesPath = "ScriptEngines"
  823. [XEngine]
  824. ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} false
  825. ;; Enable this engine in this OpenSim instance
  826. ; Enabled = false
  827. ;; How many threads to keep alive even if nothing is happening
  828. ; MinThreads = 2
  829. ;; How many threads to start at maximum load
  830. ; MaxThreads = 100
  831. ;; Time a thread must be idle (in seconds) before it dies
  832. ; IdleTimeout = 60
  833. ;; llSetTimerEvent minimum value. Default 0.5s, 0.05s whould be more resonable
  834. ; MinTimerInterval = 0.5
  835. ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
  836. ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
  837. ;; "Highest")
  838. ; Priority = "BelowNormal"
  839. ;; Maximum number of events to queue for a script (excluding timers)
  840. ; MaxScriptEventQueue = 300
  841. ;; Stack size per script engine thread in bytes.
  842. ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
  843. ;; The trade-off may be increased memory usage by the script engine.
  844. ; ThreadStackSize = 262144
  845. ;; Set this to true to load each script into a separate
  846. ;; AppDomain.
  847. ;;
  848. ;; Setting this to false will load all script assemblies into the
  849. ;; current AppDomain, which will significantly improve script loading times.
  850. ;; It will also reduce initial per-script memory overhead.
  851. ;;
  852. ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
  853. ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
  854. ;; at this time some mono versions seem to have problems with the true option
  855. ;; so default is now false until a fix is found, to simply life of less technical skilled users.
  856. ;; this should only be a issue if regions stay alive for a long time with lots of scripts added or edited.
  857. AppDomainLoading = false
  858. ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
  859. ;; co-op will be more stable but this option is currently experimental.
  860. ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
  861. ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
  862. ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
  863. ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
  864. ;; Current valid values are "abort" and "co-op"
  865. ; ScriptStopStrategy = co-op
  866. ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
  867. ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
  868. ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
  869. ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
  870. ;; by scripts have changed.
  871. ; DeleteScriptsOnStartup = true
  872. ;# {CompactMemOnLoad} {} {compacts memory on each script load at startup?} {true false} false
  873. ;; forces calls to memory garbage collector before loading each script DLL during region startup.
  874. ;; Peak memory usage is reduced and region starts with a more compacted memory allocation.
  875. ;; But this costs a lot of time, so region load will take a lot longer.
  876. ;; it is more usefull if there are no previously compiled scripts DLLs (as with DeleteScriptsOnStartup = true)
  877. ;CompactMemOnLoad = false
  878. ;; Compile debug info (line numbers) into the script assemblies
  879. ; CompileWithDebugInformation = true
  880. ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section
  881. ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
  882. ;; Time a script can spend in an event handler before it is interrupted
  883. ; EventLimit = 30
  884. ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
  885. ;; If a script overruns it's event limit, kill the script?
  886. ; KillTimedOutScripts = false
  887. ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
  888. ;; Sets the multiplier for the scripting delays
  889. ; ScriptDelayFactor = 1.0
  890. ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
  891. ;; The factor the 10 m distances limits are multiplied by
  892. ; ScriptDistanceLimitFactor = 1.0
  893. ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
  894. ;; Maximum length of notecard line read
  895. ;; Increasing this to large values potentially opens
  896. ;; up the system to malicious scripters
  897. ; NotecardLineReadCharsMax = 255
  898. ;# {SensorMaxRange} {} {Sensor range} {} 96.0
  899. ;; Sensor settings
  900. ; SensorMaxRange = 96.0
  901. ;# {SensorMaxResults} {} {Max sensor results returned?} {}
  902. ; SensorMaxResults = 16
  903. ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
  904. ;; Disable underground movement of prims (default true); set to
  905. ;; false to allow script controlled underground positioning of
  906. ;; prims
  907. ; DisableUndergroundMovement = true
  908. ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
  909. ;; Path to script engine assemblies
  910. ;; Default is ./bin/ScriptEngines
  911. ; ScriptEnginesPath = "ScriptEngines"
  912. [OSSL]
  913. ;# {Include-osslDefaultEnable} {} {Include file for enabling and permissions for OSSL functions} {}
  914. ;; If this INI file is not included, the OSSL functions are disabled.
  915. Include-osslDefaultEnable = "config-include/osslDefaultEnable.ini"
  916. [FreeSwitchVoice]
  917. ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
  918. ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
  919. ; Enabled = false
  920. ;; You need to load a local service for a standalone, and a remote service
  921. ;; for a grid region. Use one of the lines below, as appropriate
  922. ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
  923. ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
  924. ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
  925. ;; If using a remote connector, specify the server URL
  926. ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
  927. [Groups]
  928. ;# {Enabled} {} {Enable groups?} {true false} false
  929. ;; Enables the groups module
  930. ; Enabled = false
  931. ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
  932. ;; Minimum user level required to create groups
  933. ; LevelGroupCreate = 0
  934. ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam)} {Default "Groups Module V2"} Default
  935. ;; The default module can use a PHP XmlRpc server from the Flotsam project at
  936. ;; http://code.google.com/p/flotsam/
  937. ; Module = Default
  938. ;; or... use Groups Module V2, which works for standalones and robust grids
  939. ; Module = "Groups Module V2"
  940. ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
  941. ; StorageProvider = OpenSim.Data.MySQL.dll
  942. ;# {ServicesConnectorModule} {Module:GroupsModule Module:Groups Module V2} {Service connector to use for groups} {XmlRpcGroupsServicesConnector "Groups Local Service Connector" "Groups Remote Service Connector" "Groups HG Service Connector"} XmlRpcGroupsServicesConnector
  943. ;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
  944. ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
  945. ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
  946. ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
  947. ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
  948. ;; Note that the quotes "" around the words are important!
  949. ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
  950. ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
  951. ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
  952. ; LocalService = local
  953. ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
  954. ;; Used for V2 in Remote only.
  955. ; SecretKey = ""
  956. ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
  957. ;; URI for the groups services of this grid
  958. ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
  959. ;; or ${Const|PrivURL}:${Const|PrivatePort} for robust, V2
  960. ;; Leave it commented for standalones, V2
  961. ; GroupsServerURI = ""
  962. ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
  963. ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
  964. ;; If you have this set in [Hypergrid] section of GridCommon.ini or StandaloneCommon.ini files in config-include folder, leave it commented
  965. ; HomeURI = ""
  966. ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
  967. ; MessagingEnabled = true
  968. ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
  969. ; MessagingModule = GroupsMessagingModule
  970. ; or use "Groups Messaging Module V2" for Groups V2
  971. ; MessagingModule = "Groups Messaging Module V2"
  972. ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
  973. ;; Enable Group Notices
  974. ; NoticesEnabled = true
  975. ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
  976. ; Experimental option to only message online users rather than all users
  977. ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
  978. ; Applies Flotsam Group only. V2 has this always on, no other option
  979. ; MessageOnlineUsersOnly = false
  980. ;; This makes the Groups module very chatty on the console.
  981. ; DebugEnabled = false
  982. ; This makes the Group Messaging module very chatty on the console.
  983. ; DebugMessagingEnabled = false
  984. ;; XmlRpc Security settings. These must match those set on your backend
  985. ;; groups service if the service is using these keys
  986. ; XmlRpcServiceReadKey = 1234
  987. ; XmlRpcServiceWriteKey = 1234
  988. [InterestManagement]
  989. ;; This section controls how state updates are prioritized for each client
  990. ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness SimpleAngularDistance} BestAvatarResponsiveness
  991. ;; Valid values are BestAvatarResponsiveness and SimpleAngularDistance
  992. ;; SimpleAngularDistance does use more cpu
  993. ; UpdatePrioritizationScheme = BestAvatarResponsiveness
  994. ;; ObjectsCullingByDistance, if true, don't send object updates if outside view range
  995. ;; currently viewers are also told to delete objects that leave view range
  996. ;; only avater position is considered, free camera may not see objects
  997. ;; does increase cpu load
  998. ; ObjectsCullingByDistance = false
  999. [MediaOnAPrim]
  1000. ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
  1001. ;; Enable media on a prim facilities
  1002. ; Enabled = true
  1003. [NPC]
  1004. ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} true
  1005. ; Enabled = true
  1006. ;; max number of NPCs per scene default: 40
  1007. ;; set to a negative value to allow any number
  1008. ;; note that a NPC is almost as heavy as a normal avatar, so you should limit them
  1009. ;; MaxNumberNPCsPerScene = 40
  1010. ;; several options to control NPCs creation
  1011. ;# {AllowNotOwned} {} {allow NPCs to be created not Owned} {true false} true
  1012. ;; allow NPCs to be created not Owned {true false} default: true
  1013. ; AllowNotOwned = true
  1014. ;# {AllowSenseAsAvatar} {} {allow NPCs to set to be sensed as Avatars} {true false} true
  1015. ;; allow NPCs to set to be sensed as Avatars {true false} default: true
  1016. ; AllowSenseAsAvatar = true
  1017. ;# {AllowCloneOtherAvatars} {} {allow NPCs to created cloning any avatar in region} {true false} true
  1018. ;; allow NPCs to created cloning any avatar in region {true false} default: true
  1019. ; AllowCloneOtherAvatars = true
  1020. ;# {NoNPCGroup} {} {if true NPCs will have no group title, if false display "- NPC -"} {true false} true
  1021. ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
  1022. ; NoNPCGroup = true
  1023. [Terrain]
  1024. ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
  1025. ; InitialTerrain = "pinhead-island"
  1026. [LandManagement]
  1027. ;; set this to false to not display parcel ban lines
  1028. ;ShowParcelBansLines = true
  1029. [UserProfiles]
  1030. ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
  1031. ;; Set the value of the url to your UserProfilesService
  1032. ;; If un-set / "" the module is disabled
  1033. ;; ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}
  1034. ;# {AllowUserProfileWebURLs} {} {allow user profiles web urls} {true false} true
  1035. ;; set this to false to prevent your users to be sent to unknown
  1036. ;; web sites by other users on their profiles
  1037. ; AllowUserProfileWebURLs = true
  1038. [XBakes]
  1039. ;# {URL} {} {Set URL for Baked texture service} {}
  1040. ;; Sets the URL for the baked texture ROBUST service.
  1041. ;; Disabled when unset.
  1042. ;; URL = ${Const|PrivURL}:${Const|PrivatePort}
  1043. ;;
  1044. ;; Optional module to highlight God names in the viewer.
  1045. ;; Uncomment and customize appropriately if you want this behavior.
  1046. ;;
  1047. ;[GodNames]
  1048. ; Enabled = false
  1049. ; FullNames = "Test User, Foo Bar"
  1050. ; Surnames = "Kryztlsk"
  1051. [Architecture]
  1052. ;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini} config-include/Standalone.ini
  1053. ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
  1054. ;; uncomment Include-Architecture = "config-include/Standalone.ini"
  1055. ;;
  1056. ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
  1057. ;; that the referenced .ini file goes on to include.
  1058. ;;
  1059. ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
  1060. ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
  1061. ;; editing it to set the database and backend services that OpenSim will use.
  1062. ;;
  1063. Include-Architecture = "config-include/Standalone.ini"
  1064. ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
  1065. ; Include-Architecture = "config-include/Grid.ini"
  1066. ; Include-Architecture = "config-include/GridHypergrid.ini"