OpenSim.ini.example 60 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. ;# {PublicPort} {} {PublicPort} {8002 9000} "8002"
  54. PublicPort = "8002"
  55. ;grid default private port 8003, not used in standalone
  56. ;# {PrivatePort} {} {PrivatePort} {8003} "8003"
  57. ; port to access private grid services.
  58. ; grids that run all their regions should deny access to this port
  59. ; from outside their networks, using firewalls
  60. PrivatePort = "8003"
  61. [Startup]
  62. ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
  63. ;; Console prompt
  64. ;; Certain special characters can be used to customize the prompt
  65. ;; Currently, these are
  66. ;; \R - substitute region name
  67. ;; \\ - substitute \
  68. ; ConsolePrompt = "Region (\R) "
  69. ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
  70. ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
  71. ; ConsoleHistoryFileEnabled = true
  72. ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
  73. ;; The history file can be just a filename (relative to OpenSim's bin/ directory
  74. ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
  75. ; ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
  76. ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
  77. ;; How many lines of command history should we keep? (default is 100)
  78. ; ConsoleHistoryFileLines = 100
  79. ;# {save_crashes} {} {Save crashes to disk?} {true false} false
  80. ;; Set this to true if you want to log crashes to disk
  81. ;; this can be useful when submitting bug reports.
  82. ;; However, this will only log crashes within OpenSimulator that cause the
  83. ;; entire program to exit
  84. ;; It will not log crashes caused by virtual machine failures, which
  85. ;; includes mono and ODE failures.
  86. ;; You will need to capture these native stack traces by recording the
  87. ;; session log itself.
  88. ; save_crashes = false
  89. ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
  90. ;; Directory to save crashes to if above is enabled
  91. ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
  92. ; crash_dir = "crashes"
  93. ;# {PIDFile} {} {Path to PID file?} {}
  94. ;; Place to create a PID file
  95. ; PIDFile = "/tmp/OpenSim.exe.pid"
  96. ;# {RegistryLocation} {} {Addins Registry Location} {}
  97. ; Set path to directory for addin registry if you want addins outside of bin.
  98. ; Information about the registered repositories and installed plugins will
  99. ; be stored here. The OpenSim.exe process must have R/W access to the location.
  100. ; RegistryLocation = "."
  101. ;# {ConfigDirectory} {} {Set path to directory for modular ini files} {}
  102. ; Used by region module addins. You can set this to outside bin, so that addin
  103. ; configurations will survive updates. The OpenSim.exe process must have R/W access
  104. ; to the location.
  105. ; ConfigDirectory = "."
  106. ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
  107. ;; Determine where OpenSimulator looks for the files which tell it
  108. ;; which regions to server
  109. ;; Default is "filesystem"
  110. ; region_info_source = "filesystem"
  111. ; region_info_source = "web"
  112. ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
  113. ;; Determines where the region XML files are stored if you are loading
  114. ;; these from the filesystem.
  115. ;; Defaults to bin/Regions in your OpenSimulator installation directory
  116. ; regionload_regionsdir="C:\somewhere\xmlfiles\"
  117. ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
  118. ;; Determines the page from which regions xml is retrieved if you are
  119. ;; loading these from the web.
  120. ;; The XML here has the same format as it does on the filesystem
  121. ;; (including the <Root> tag), except that everything is also enclosed
  122. ;; in a <Regions> tag.
  123. ; regionload_webserver_url = "http://example.com/regions.xml"
  124. ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
  125. ;; Allow the simulator to start up if there are no region configuration available
  126. ;; from the selected region_info_source.
  127. ; allow_regionless = false
  128. ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
  129. ;; Minimum size for non-physical prims. Affects resizing of existing
  130. ;; prims. This can be overridden in the region config file (as
  131. ;; NonPhysicalPrimMin!).
  132. ; NonPhysicalPrimMin = 0.001
  133. ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
  134. ;; Maximum size for non-physical prims. Affects resizing of existing
  135. ;; prims. This can be overridden in the region config file (as
  136. ;; NonPhysicalPrimMax!).
  137. ; NonPhysicalPrimMax = 256
  138. ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
  139. ;; Minimum size where a prim can be physical. Affects resizing of
  140. ;; existing prims. This can be overridden in the region config file.
  141. ; PhysicalPrimMin = 0.01
  142. ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
  143. ;; Maximum size where a prim can be physical. Affects resizing of
  144. ;; existing prims. This can be overridden in the region config file.
  145. ; PhysicalPrimMax = 64
  146. ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
  147. ;; If a viewer attempts to rez a prim larger than the non-physical or
  148. ;; physical prim max, clamp the dimensions to the appropriate maximum
  149. ;; This can be overridden in the region config file.
  150. ; ClampPrimSize = false
  151. ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
  152. ;; Maximum number of prims allowable in a linkset. Affects creating new
  153. ;; linksets. Ignored if less than or equal to zero.
  154. ;; This can be overridden in the region config file.
  155. ; LinksetPrims = 0
  156. ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
  157. ;; Allow scripts to keep running when they cross region boundaries, rather
  158. ;; than being restarted. State is reloaded on the destination region.
  159. ;; This only applies when crossing to a region running in a different
  160. ;; simulator.
  161. ;; For crossings where the regions are on the same simulator the script is
  162. ;; always kept running.
  163. ; AllowScriptCrossing = true
  164. ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
  165. ;; Allow compiled script binary code to cross region boundaries.
  166. ;; If you set this to "true", any region that can teleport to you can
  167. ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
  168. ;; YOU HAVE BEEN WARNED!!!
  169. ; TrustBinaries = false
  170. ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
  171. ;; If you have only one region in an instance, or to avoid the many bugs
  172. ;; that you can trigger in modules by restarting a region, set this to
  173. ;; true to make the entire instance exit instead of restarting the region.
  174. ;; This is meant to be used on systems where some external system like
  175. ;; Monit will restart any instance that exits, thereby making the shutdown
  176. ;; into a restart.
  177. ; InworldRestartShutsDown = false
  178. ;; Persistence of changed objects happens during regular sweeps. The
  179. ;; following control that behaviour to prevent frequently changing objects
  180. ;; from heavily loading the region data store.
  181. ;; If both of these values are set to zero then persistence of all changed
  182. ;; objects will happen on every sweep.
  183. ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
  184. ;; Objects will be considered for persistance in the next sweep when they
  185. ;; have not changed for this number of seconds.
  186. ; MinimumTimeBeforePersistenceConsidered = 60
  187. ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
  188. ;; Objects will always be considered for persistance in the next sweep
  189. ;; if the first change occurred this number of seconds ago.
  190. ; MaximumTimeBeforePersistenceConsidered = 600
  191. ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
  192. ;; if you would like to allow prims to be physical and move by physics
  193. ;; with the physical checkbox in the client set this to true.
  194. ; physical_prim = true
  195. ;; Select a mesher here.
  196. ;;
  197. ;; Meshmerizer properly handles complex prims by using triangle meshes.
  198. ;; Note that only the ODE physics engine currently deals with meshed
  199. ;; prims in a satisfactory way.
  200. ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
  201. ;; ZeroMesher is faster but leaves the physics engine to model the mesh
  202. ;; using the basic shapes that it supports.
  203. ;; Usually this is only a box.
  204. ;; Default is Meshmerizer
  205. ; meshing = Meshmerizer
  206. ; meshing = ZeroMesher
  207. ;; select ubODEMeshmerizer only with ubOde physics engine
  208. ; meshing = ubODEMeshmerizer
  209. ;; Choose one of the physics engines below
  210. ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
  211. ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
  212. ;; BulletSim supports varregions.
  213. ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
  214. ;; It continues to provide a workable physics implementation. It does not currently support varregions.
  215. ;; basicphysics effectively does not model physics at all, making all objects phantom.
  216. ;; Default is BulletSim
  217. ; physics = OpenDynamicsEngine
  218. ; physics = BulletSim
  219. ; physics = basicphysics
  220. ; physics = POS
  221. ;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
  222. ; physics = ubODE
  223. ; ubODE and OpenDynamicsEngine does allocate a lot of memory on stack. On linux you may need to increase its limit
  224. ; script opensim-ode-sh starts opensim setting that limit. You may need to increase it even more on large regions
  225. ; edit the line ulimit -s 262144, and change this last value
  226. ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
  227. ;; Default script engine to use (Xengine if all commented)
  228. ; DefaultScriptEngine = "XEngine"
  229. ;; ***DANGER***DANGER***
  230. ;; experimental engine
  231. ;; see section [YEngine} below
  232. ; DefaultScriptEngine = "YEngine"
  233. ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
  234. ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
  235. ;; required
  236. ; HttpProxy = "http://proxy.com:8080"
  237. ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
  238. ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
  239. ;; list of regular expressions for URLs that you don't want to go through
  240. ;; the proxy.
  241. ;; For example, servers inside your firewall.
  242. ;; Separate patterns with a ';'
  243. ; HttpProxyExceptions = ".mydomain.com;localhost"
  244. ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
  245. ;; The email module requires some configuration. It needs an SMTP
  246. ;; server to send mail through.
  247. ; emailmodule = DefaultEmailModule
  248. ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
  249. ;; SpawnPointRouting adjusts the landing for incoming avatars.
  250. ;; "closest" will place the avatar at the SpawnPoint located in the closest
  251. ;; available spot to the destination (typically map click/landmark).
  252. ;; "random" will place the avatar on a randomly selected spawnpoint.
  253. ;; "sequence" will place the avatar on the next sequential SpawnPoint.
  254. ; SpawnPointRouting = closest
  255. ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
  256. ;; TelehubAllowLandmark allows users with landmarks to override telehub
  257. ;; routing and land at the landmark coordinates when set to true
  258. ;; default is false
  259. ; TelehubAllowLandmark = false
  260. ;; SSL certificate validation options
  261. ;; you can allow selfsigned certificates or no official CA with next option set to true
  262. ;# {NoVerifyCertChain} {} {do not verify SSL Cert Chain} {true false} true
  263. ; NoVerifyCertChain = true
  264. ;; you can also bypass the hostname or domain verification
  265. ;# {NoVerifyCertHostname} {} {do not verify SSL Cert name versus peer name} {true false} true
  266. ; NoVerifyCertHostname = true
  267. ;; having both options true does provide encryption but with low security
  268. ;; set both true if you don't care to use SSL, they are needed to contact regions or grids that do use it.
  269. [AccessControl]
  270. ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
  271. ;; Bar (|) separated list of viewers which may gain access to the regions.
  272. ;; One can use a substring of the viewer name to enable only certain
  273. ;; versions
  274. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  275. ;; - "Imprudence" has access
  276. ;; - "Imprudence 1.3" has access
  277. ;; - "Imprudence 1.3.1" has no access
  278. ; AllowedClients = ""
  279. ;# {DeniedClients} {} {Bar (|) separated list of denied clients} {}
  280. ;; Bar (|) separated list of viewers which may not gain access to the regions.
  281. ;; One can use a Substring of the viewer name to disable only certain
  282. ;; versions
  283. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  284. ;; - "Imprudence" has no access
  285. ;; - "Imprudence 1.3" has no access
  286. ;; - "Imprudence 1.3.1" has access
  287. ;;
  288. ; DeniedClients = ""
  289. [Map]
  290. ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
  291. ;; Map tile options.
  292. ;; If true, then maptiles are generated using the MapImageModule below.
  293. ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
  294. ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
  295. ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
  296. ; GenerateMaptiles = true
  297. ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
  298. ;; The module to use in order to generate map images.
  299. ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
  300. ;; generate better images.
  301. ;MapImageModule = "MapImageModule"
  302. ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
  303. ;; If desired, a running region can update the map tiles periodically
  304. ;; to reflect building activity. This names no sense of you don't have
  305. ;; prims on maptiles. Value is in seconds.
  306. ; MaptileRefresh = 0
  307. ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
  308. ;; If not generating maptiles, use this static texture asset ID
  309. ;; This may be overridden on a per region basis in Regions.ini
  310. ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
  311. ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
  312. ;; Use terrain texture for maptiles if true, use shaded green if false
  313. ; TextureOnMapTile = true
  314. ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
  315. ;; Draw objects on maptile. This step might take a long time if you've
  316. ;; got a large number of objects, so you can turn it off here if you'd like.
  317. ; DrawPrimOnMapTile = true
  318. ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
  319. ;; Texture the faces of the prims that are rendered on the map tiles.
  320. ; TexturePrims = true
  321. ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
  322. ;; Only texture prims that have a diagonal size greater than this number
  323. ; TexturePrimSize = 48
  324. ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
  325. ;; Attempt to render meshes and sculpties on the map.
  326. ; RenderMeshes = false
  327. ;# {MapColorWater} {} {Water color for textured and shaded maps} {"#1D475F"}
  328. ; MapColorWater = "#3399FF"
  329. ;# {MapColor1} {} {Terrain color 1 for textured maps} {"#A58976"}
  330. ; MapColor1 = "#A58976"
  331. ;# {MapColor2} {} {Terrain color 2 for textured maps} {"#455931"}
  332. ; MapColor2 = "#455931"
  333. ;# {MapColor3} {} {Terrain color 3 for textured maps} {"#A29A8D"}
  334. ; MapColor3 = "#A29A8D"
  335. ;# {MapColor4} {} {Terrain color 4 for textured maps} {"#C8C8C8"}
  336. ; MapColor4 = "#C8C8C8"
  337. [Permissions]
  338. ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
  339. ;; Permission modules to use, separated by comma.
  340. ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
  341. ; permissionmodules = DefaultPermissionsModule
  342. ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
  343. ;; These are the parameters for the default permissions module
  344. ;;
  345. ;; If set to false, then, in theory, the server never carries out
  346. ;; permission checks (allowing anybody to copy
  347. ;; any item, etc. This may not yet be implemented uniformally.
  348. ;; If set to true, then all permissions checks are carried out
  349. ; serverside_object_permissions = true
  350. ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
  351. ;; This allows users with a UserLevel of 200 or more to assume god
  352. ;; powers in the regions in this simulator.
  353. ; allow_grid_gods = false
  354. ;; This allows some control over permissions
  355. ;; please note that this still doesn't duplicate SL, and is not intended to
  356. ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
  357. ;; Allow region owners to assume god powers in their regions
  358. ; region_owner_is_god = true
  359. ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
  360. ;; Allow region managers to assume god powers in regions they manage
  361. ; region_manager_is_god = false
  362. ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
  363. ;; More control over permissions
  364. ;; This is definitely not SL!
  365. ;; Provides a simple control for land owners to give build rights to
  366. ;; specific avatars in publicly accessible parcels that disallow object
  367. ;; creation in general.
  368. ;; Owners specific avatars by adding them to the Access List of the parcel
  369. ;; without having to use the Groups feature
  370. ; simple_build_permissions = false
  371. [Estates]
  372. ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
  373. ; If these values are uncommented then they will be used to create a default estate as necessary.
  374. ; New regions will be automatically assigned to that default estate.
  375. ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
  376. ;; Name for the default estate
  377. ; DefaultEstateName = My Estate
  378. ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
  379. ;; Name for default estate owner
  380. ; DefaultEstateOwnerName = FirstName LastName
  381. ; ** Standalone Estate Settings **
  382. ; The following parameters will only be used on a standalone system to
  383. ; create an estate owner that does not already exist
  384. ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
  385. ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
  386. ;; UUID will be assigned. This is normally what you want
  387. ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
  388. ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
  389. ;; Email address for the default estate owner
  390. ; DefaultEstateOwnerEMail = [email protected]
  391. ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
  392. ;; Password for the default estate owner
  393. ; DefaultEstateOwnerPassword = password
  394. [SMTP]
  395. ;; The SMTP server enabled the email module to send email to external
  396. ;; destinations.
  397. ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
  398. ;; Enable sending email via SMTP
  399. ; enabled = false
  400. ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
  401. ; internal_object_host = lsl.opensim.local
  402. ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
  403. ; host_domain_header_from = "127.0.0.1"
  404. ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
  405. ; email_pause_time = 20
  406. ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
  407. ; email_max_size = 4096
  408. ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
  409. ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
  410. ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
  411. ; SMTP_SERVER_PORT = 25
  412. ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
  413. ; SMTP_SERVER_LOGIN = ""
  414. ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
  415. ; SMTP_SERVER_PASSWORD = ""
  416. [Network]
  417. ;# {ConsoleUser} {} {User name for console account} {}
  418. ;; Configure the remote console user here. This will not actually be used
  419. ;; unless you use -console=rest at startup.
  420. ; ConsoleUser = "Test"
  421. ;# {ConsolePass} {} {Password for console account} {}
  422. ; ConsolePass = "secret"
  423. ;# {console_port} {} {Port for console connections} {} 0
  424. ; console_port = 0
  425. ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
  426. ;; Simulator HTTP port. This is not the region port, but the port the
  427. ;; entire simulator listens on. This port uses the TCP protocol, while
  428. ;; the region ports use UDP.
  429. ; http_listener_port = 9000
  430. ; optional main server secure http (ssl)
  431. ; to use ssl you need a ssl certificate in PKCS12 format that validates the ExternalHostnames
  432. ; or their domains
  433. ; some viewers by default only accept certificates signed by a oficial CA
  434. ; to use others like self signed certificates with those viewers,
  435. ; their debug option NoVerifySSLCert needs to be set true, You need to inform users about this
  436. ; the main unsecure port will still open for some services. this may change in future.
  437. ; set http_listener_ssl to enable main server ssl. it will replace unsecure port on most functions
  438. ;# {http_listener_ssl}{} {enable main server ssl port)} {} false
  439. ;http_listener_ssl = false
  440. ; Set port for main SSL connections
  441. ;# {http_listener_sslport}{} {main server ssl port)} {} 9001
  442. ;http_listener_sslport = 9001 ;
  443. ; currently if using ssl, regions ExternalHostName must the the same and equal to http_listener_cn
  444. ; this may be removed in future
  445. ;# {http_listener_cn}{} {main server ssl externalHostName)} {} ""
  446. ;http_listener_cn = "myRegionsExternalHostName"
  447. ; the path for the certificate path
  448. ;# {http_listener_cert_path}{} {main server ssl certificate file path)} {} ""
  449. ;http_listener_cert_path = "mycert.p12"
  450. ;# {http_listener_cert_pass}{} {main server ssl certificate password)} {} ""
  451. ;http_listener_cert_pass = "mycertpass" ; the cert passwork
  452. ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
  453. ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
  454. ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
  455. ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
  456. ; this HTTP calls can also use ssl see opensimDefaults.ini
  457. ;
  458. ; You can whitelist individual endpoints by IP or FQDN, e.g.
  459. ;
  460. ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
  461. ;
  462. ; You can specify multiple addresses by separating them with a bar. For example,
  463. ;
  464. ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
  465. ;
  466. ; If an address if given without a port number then port 80 is assumed
  467. ;
  468. ; You can also specify a network range in CIDR notation to whitelist, e.g.
  469. ;
  470. ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
  471. ;
  472. ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
  473. ; To specify an individual IP address use the /32 netmask
  474. ;
  475. ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
  476. ;
  477. ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation
  478. ;# {HttpBodyMaxLenMAX} {} {Maximum bytes allowed for HTTP_BODY_MAXLENGTH} {} 16384
  479. ;; By default, llHTTPRequest limits the response body to 2048 bytes.
  480. ;; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum
  481. ;; of HttpBodyMaxLenMAX bytes.
  482. ;; Please be aware that the limit can be set to insanely high values,
  483. ;; effectively removing any limitation. This will expose your sim to a
  484. ;; known attack. It is not recommended to set this limit higher than
  485. ;; the highest value that is actually needed by existing applications!
  486. ;; 16384 is the SL compatible value.
  487. ; HttpBodyMaxLenMAX=16384
  488. ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
  489. ;; Hostname to use in llRequestURL/llRequestSecureURL
  490. ;; if not defined - llRequestURL/llRequestSecureURL are disabled
  491. ExternalHostNameForLSL = ${Const|BaseHostname}
  492. ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
  493. ;; What is reported as the "X-Secondlife-Shard"
  494. ;; Defaults to the user server url if not set
  495. ;; The old default is "OpenSim", set here for compatibility
  496. ;; The below is not commented for compatibility.
  497. shard = "OpenSim"
  498. ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
  499. ;; What is reported as the "User-Agent" when using llHTTPRequest
  500. ;; Defaults to not sent if not set here. See the notes section in the wiki
  501. ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
  502. ;; " (Mozilla Compatible)" to the text where there are problems with a
  503. ;; web server
  504. ; user_agent = "OpenSim LSL (Mozilla Compatible)"
  505. ;; The following 3 variables are for HTTP Basic Authentication for the Robust services.
  506. ;; Use this if your central services in port 8003 need to be accessible on the Internet
  507. ;; but you want to protect them from unauthorized access. The username and password
  508. ;; here need to match the ones in the Robust service configuration.
  509. ; AuthType = "BasicHttpAuthentication"
  510. ; HttpAuthUsername = "some_username"
  511. ; HttpAuthPassword = "some_password"
  512. ;;
  513. ;; Any of these 3 variables above can be overriden in any of the service sections.
  514. [XMLRPC]
  515. ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
  516. ;; If enabled and set to XmlRpcRouterModule, this will post an event,
  517. ;; "xmlrpc_uri(string)" to the script concurrently with the first
  518. ;; remote_data event. This will contain the fully qualified URI an
  519. ;; external site needs to use to send XMLRPC requests to that script
  520. ;;
  521. ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
  522. ;; will be registered with an external service via a configured uri
  523. ;XmlRpcRouterModule = "XmlRpcRouterModule"
  524. ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
  525. ;XmlRpcPort = 20800
  526. ;# {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
  527. ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
  528. ;; will use this address to register xmlrpc channels on the external
  529. ;; service
  530. ; XmlRpcHubURI = http://example.com
  531. [ClientStack.LindenUDP]
  532. ;; See OpensSimDefaults.ini for the throttle options. You can copy the
  533. ;; relevant sections and override them here.
  534. ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
  535. ;; with the next update!
  536. ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
  537. ;; Quash and remove any light properties from attachments not on the
  538. ;; hands. This allows flashlights and lanterns to function, but kills
  539. ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
  540. ;; will also be affected.
  541. ;; This is especially important in artistic builds that depend on lights
  542. ;; on the build for their appearance, since facelights will cause the
  543. ;; building's lights to possibly not be rendered.
  544. ; DisableFacelights = "false"
  545. [ClientStack.LindenCaps]
  546. ;; For the long list of capabilities, see OpenSimDefaults.ini
  547. ;; Here are the few ones you may want to change. Possible values
  548. ;; are:
  549. ;; "" -- empty, capability disabled
  550. ;; "localhost" -- capability enabled and served by the simulator
  551. ;; "<url>" -- capability enabled and served by some other server
  552. ;;
  553. ; These are enabled by default to localhost. Change if you see fit.
  554. Cap_GetTexture = "localhost"
  555. Cap_GetMesh = "localhost"
  556. Cap_AvatarPickerSearch = "localhost"
  557. Cap_GetDisplayNames = "localhost"
  558. [SimulatorFeatures]
  559. ;# {SearchServerURI} {} {URL of the search server} {}
  560. ;; Optional. If given this serves the same purpose as the grid wide
  561. ;; [LoginServices] SearchURL setting and will override that where
  562. ;; supported by viewers.
  563. ;SearchServerURI = "http://127.0.0.1:9000/"
  564. ;# {DestinationGuideURI} {} {URL of the destination guide} {}
  565. ;; Optional. If given this serves the same purpose as the grid wide
  566. ;; [LoginServices] DestinationGuide setting and will override that where
  567. ;; supported by viewers.
  568. ;DestinationGuideURI = "http://127.0.0.1:9000/guide"
  569. [Chat]
  570. ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
  571. ;; Distance in meters that whispers should travel.
  572. ; whisper_distance = 10
  573. ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
  574. ;; Distance in meters that ordinary chat should travel.
  575. ; say_distance = 20
  576. ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
  577. ;; Distance in meters that shouts should travel.
  578. ; shout_distance = 100
  579. [EntityTransfer]
  580. ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
  581. ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
  582. ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
  583. ;DisableInterRegionTeleportCancellation = false
  584. ;# {LandingPointBehavior} {} {How to honor landing points and telehubs for gods.} {LandingPointBehavior_OS LandingPointBehavior_SL} LandingPointBehavior_OS
  585. ;; This option exists to control the behavior of teleporting gods into places that have landing points
  586. ;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for
  587. ;; avatars with god permissions; SL lets gods land wherever they want.
  588. ;LandingPointBehavior = LandingPointBehavior_OS
  589. [Messaging]
  590. ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
  591. ;; Module to handle offline messaging. The core module requires an external
  592. ;; web service to do this. See OpenSim wiki.
  593. ; OfflineMessageModule = OfflineMessageModule
  594. ;; Or, alternatively, use this one, which works for both standalones and grids
  595. ; OfflineMessageModule = "Offline Message Module V2"
  596. ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
  597. ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
  598. ; OfflineMessageURL = ${Const|BaseURL}/Offline.php
  599. ; OfflineMessageURL = ${Const|BaseURL}:${Const|PrivatePort}
  600. ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
  601. ;; For standalones, this is the storage dll.
  602. ; StorageProvider = OpenSim.Data.MySQL.dll
  603. ; Mute list handler
  604. ; the provided MuteListModule is just a Dummy
  605. ; you will need a external module for proper suport.
  606. ; if you keep both 2 following settings comment, viewers will use mutes in their caches
  607. ; if you uncoment both (url is ignored) the mutes will be deleted at login on this instance regions
  608. ; WARNING: viewers mutes cache seems to shared by all grids, including SL
  609. ; this may cause some confusion.
  610. ;# {MuteListModule} {MuteListModule:MuteListModule} {} {} None
  611. ; MuteListModule = MuteListModule
  612. ;# {MuteListURL} {MuteListModule:MuteListModule} {} {} http://yourserver/Mute.php
  613. ; MuteListURL = http://yourserver/Mute.php
  614. ;; Control whether group invites and notices are stored for offline users.
  615. ;; Default is true.
  616. ;; This applies to both core groups module.
  617. ; ForwardOfflineGroupMessages = true
  618. [BulletSim]
  619. ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
  620. AvatarToAvatarCollisionsByDefault = true
  621. [ODEPhysicsSettings]
  622. ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
  623. ;; Do we want to mesh sculpted prim to collide like they look?
  624. ;; If you are seeing sculpt texture decode problems
  625. ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
  626. ;; then you might want to try setting this to false.
  627. ; mesh_sculpted_prim = true
  628. [RemoteAdmin]
  629. ;; This is the remote admin module, which uses XMLRPC requests to
  630. ;; manage regions from a web interface.
  631. ;# {enabled} {} {Enable the remote admin interface?} {true false} false
  632. ; enabled = false
  633. ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
  634. ;; Set this to a nonzero value to have remote admin use a different port
  635. ; port = 0
  636. ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
  637. ;; This password is required to make any XMLRPC call (should be set as
  638. ;; the "password" parameter)
  639. ; access_password = ""
  640. ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
  641. ;; List the IP addresses allowed to call RemoteAdmin
  642. ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
  643. ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
  644. ; access_ip_addresses =
  645. ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
  646. ;; set this variable to true if you want the create_region XmlRpc
  647. ;; call to unconditionally enable voice on all parcels for a newly
  648. ;; created region
  649. ; create_region_enable_voice = false
  650. ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
  651. ;; set this variable to false if you want the create_region XmlRpc
  652. ;; call to create all regions as private per default (can be
  653. ;; overridden in the XmlRpc call)
  654. ; create_region_public = false
  655. ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
  656. ;; enable only those methods you deem to be appropriate using a | delimited
  657. ;; whitelist.
  658. ;; For example:
  659. ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
  660. ;; if this parameter is not specified but enabled = true, all methods
  661. ;; will be available
  662. ; enabled_methods = all
  663. ;; specify the default appearance for an avatar created through the remote
  664. ;; admin interface
  665. ;; This will only take effect is the file specified by the
  666. ;; default_appearance setting below exists
  667. ; default_male = Default Male
  668. ; default_female = Default Female
  669. ;; Update appearance copies inventory items and wearables of default
  670. ;; avatars. if this value is false, just worn assets are copied to the
  671. ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
  672. ;; The receiver will wear the same items the default avatar did wear.
  673. ; copy_folders = false
  674. ;; Path to default appearance XML file that specifies the look of the
  675. ;; default avatars
  676. ; default_appearance = default_appearance.xml
  677. [Wind]
  678. ;# {enabled} {} {Enable wind module?} {true false} true
  679. ;; Enables the wind module.
  680. ; enabled = true
  681. ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
  682. ;; How often should wind be updated, as a function of world frames.
  683. ;; Approximately 50 frames a second
  684. ; wind_update_rate = 150
  685. ;; The Default Wind Plugin to load
  686. ; wind_plugin = SimpleRandomWind
  687. ;; These settings are specific to the ConfigurableWind plugin
  688. ;; To use ConfigurableWind as the default, simply change wind_plugin
  689. ;; to ConfigurableWind and uncomment the following.
  690. ; avg_strength = 5.0
  691. ; avg_direction = 0.0
  692. ; var_strength = 5.0
  693. ; var_direction = 30.0
  694. ; rate_change = 1.0
  695. ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
  696. ;; This setting is specific to the SimpleRandomWind plugin
  697. ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
  698. ; strength = 1.0
  699. [LightShare]
  700. ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
  701. ;; This enables the transmission of Windlight scenes to supporting clients,
  702. ;; such as the Meta7 viewer.
  703. ;; It has no ill effect on viewers which do not support server-side
  704. ;; windlight settings.
  705. ; enable_windlight = false
  706. [Materials]
  707. ;# {enable_materials} {} {Enable Materials support?} {true false} true
  708. ;; This enables the use of Materials.
  709. ; enable_materials = true
  710. ; MaxMaterialsPerTransaction = 50
  711. [DataSnapshot]
  712. ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
  713. ;; The following set of configs pertains to search.
  714. ;; Set index_sims to true to enable search engines to index your
  715. ;; searchable data.
  716. ;; If false, no data will be exposed, DataSnapshot module will be off,
  717. ;; and you can ignore the rest of these search-related configs.
  718. ; index_sims = false
  719. ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
  720. ;; The variable data_exposure controls what the regions expose:
  721. ;; minimum: exposes only things explicitly marked for search
  722. ;; all: exposes everything
  723. ; data_exposure = minimum
  724. ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
  725. ;; If search is on, change this to your grid name; will be ignored for
  726. ;; standalones
  727. ; gridname = "OSGrid"
  728. ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
  729. ;; Period between data snapshots, in seconds. 20 minutes, for starters,
  730. ;; so that you see the initial changes fast.
  731. ;; Later, you may want to increase this to 3600 (1 hour) or more
  732. ; default_snapshot_period = 1200
  733. ;; This will be created in bin, if it doesn't exist already. It will hold
  734. ;; the data snapshots.
  735. ; snapshot_cache_directory = "DataSnapshot"
  736. ;; [Supported, but obsolete]
  737. ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
  738. ; This semicolon-separated string serves to notify specific data services
  739. ; about the existence of this sim. Uncomment if you want to index your
  740. ; data with this and/or other search providers.
  741. ; data_services="http://metaverseink.com/cgi-bin/register.py"
  742. ;; New way of specifying data services, one per service
  743. ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
  744. [Economy]
  745. ; the economy module in use
  746. ; To use other modules you need to override this setting
  747. ; economymodule = BetaGridLikeMoneyModule
  748. ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
  749. ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
  750. ; There is no intention to implement anything further in core OpenSimulator.
  751. ; This functionality has to be provided by third party modules.
  752. ;; Enables selling things for $0. Default is true.
  753. ; SellEnabled = true
  754. ;# {PriceUpload} {} {Price for uploading?} {} 0
  755. ;; Money Unit fee to upload textures, animations etc. Default is 0.
  756. ; PriceUpload = 0
  757. ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
  758. ;; Money Unit fee to create groups. Default is 0.
  759. ; PriceGroupCreate = 0
  760. [YEngine]
  761. ;; experimental engine
  762. ;; ONLY SUPORTS ONE REGION PER INSTANCE at this point
  763. ;; implements non preemptive microthreading, so fixing problems like llSleep or long events handlers
  764. ;; but those will suffer from timeslicing, so will be slower.
  765. ;; compiles LSL directly to IL, so only suports LSL scripting (no C# etc)
  766. ;; shares the Xengine APIs like LSL, OSSL, etc.
  767. ;; DANGER, do not use with HG, don't leave regions running alone with it.
  768. ;; TPs or crossings to/from Xengine will full recompile scripts losing state.
  769. ;; attachment scripts may misbehave, cars will stop on crossings, etc.
  770. Enabled = false
  771. ScriptStackSize = 256
  772. ScriptHeapSize = 256
  773. UseSourceHashCode = true
  774. MinTimerInterval = 0.1
  775. ;ScriptBasePath="ScriptEngines"
  776. [XEngine]
  777. ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
  778. ;; Enable this engine in this OpenSim instance
  779. ; Enabled = true
  780. ;; How many threads to keep alive even if nothing is happening
  781. ; MinThreads = 2
  782. ;; How many threads to start at maximum load
  783. ; MaxThreads = 100
  784. ;; Time a thread must be idle (in seconds) before it dies
  785. ; IdleTimeout = 60
  786. ;; llSetTimerEvent minimum value. Default 0.5s, 0.05s whould be more resonable
  787. ; MinTimerInterval = 0.5
  788. ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
  789. ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
  790. ;; "Highest")
  791. ; Priority = "BelowNormal"
  792. ;; Maximum number of events to queue for a script (excluding timers)
  793. ; MaxScriptEventQueue = 300
  794. ;; Stack size per script engine thread in bytes.
  795. ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
  796. ;; The trade-off may be increased memory usage by the script engine.
  797. ; ThreadStackSize = 262144
  798. ;; Set this to true to load each script into a separate
  799. ;; AppDomain.
  800. ;;
  801. ;; Setting this to false will load all script assemblies into the
  802. ;; current AppDomain, which will significantly improve script loading times.
  803. ;; It will also reduce initial per-script memory overhead.
  804. ;;
  805. ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
  806. ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
  807. ;; at this time some mono versions seem to have problems with the true option
  808. ;; so default is now false until a fix is found, to simply life of less technical skilled users.
  809. ;; this should only be a issue if regions stay alive for a long time with lots of scripts added or edited.
  810. AppDomainLoading = false
  811. ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
  812. ;; co-op will be more stable but this option is currently experimental.
  813. ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
  814. ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
  815. ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
  816. ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
  817. ;; Current valid values are "abort" and "co-op"
  818. ; ScriptStopStrategy = co-op
  819. ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
  820. ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
  821. ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
  822. ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
  823. ;; by scripts have changed.
  824. ; DeleteScriptsOnStartup = true
  825. ;# {CompactMemOnLoad} {} {compacts memory on each script load at startup?} {true false} false
  826. ;; forces calls to memory garbage collector before loading each script DLL during region startup.
  827. ;; Peak memory usage is reduced and region starts with a more compacted memory allocation.
  828. ;; But this costs a lot of time, so region load will take a lot longer.
  829. ;; it is more usefull if there are no previously compiled scripts DLLs (as with DeleteScriptsOnStartup = true)
  830. ;CompactMemOnLoad = false
  831. ;; Compile debug info (line numbers) into the script assemblies
  832. ; CompileWithDebugInformation = true
  833. ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section
  834. ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
  835. ;; Time a script can spend in an event handler before it is interrupted
  836. ; EventLimit = 30
  837. ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
  838. ;; If a script overruns it's event limit, kill the script?
  839. ; KillTimedOutScripts = false
  840. ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
  841. ;; Sets the multiplier for the scripting delays
  842. ; ScriptDelayFactor = 1.0
  843. ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
  844. ;; The factor the 10 m distances limits are multiplied by
  845. ; ScriptDistanceLimitFactor = 1.0
  846. ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
  847. ;; Maximum length of notecard line read
  848. ;; Increasing this to large values potentially opens
  849. ;; up the system to malicious scripters
  850. ; NotecardLineReadCharsMax = 255
  851. ;# {SensorMaxRange} {} {Sensor range} {} 96.0
  852. ;; Sensor settings
  853. ; SensorMaxRange = 96.0
  854. ;# {SensorMaxResults} {} {Max sensor results returned?} {}
  855. ; SensorMaxResults = 16
  856. ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
  857. ;; Disable underground movement of prims (default true); set to
  858. ;; false to allow script controlled underground positioning of
  859. ;; prims
  860. ; DisableUndergroundMovement = true
  861. ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
  862. ;; Path to script engine assemblies
  863. ;; Default is ./bin/ScriptEngines
  864. ; ScriptEnginesPath = "ScriptEngines"
  865. [OSSL]
  866. ;# {Include-osslEnable} {} {Include file for enabling and permissions for OSSL functions} {}
  867. ;; Optionally include file to enable OSSL functions and set permissions on who can use which.
  868. ;; If this INI file is not included, the OSSL functions are disabled.
  869. Include-osslEnable = "config-include/osslEnable.ini"
  870. [MRM]
  871. ;; Enables the Mini Region Modules Script Engine.
  872. ; Enabled = false
  873. ;; Runs MRM in a Security Sandbox
  874. ;; WARNING: DISABLING IS A SECURITY RISK.
  875. ; Sandboxed = true
  876. ;; The level sandbox to use, adjust at your OWN RISK.
  877. ;; Valid values are:
  878. ;; * FullTrust
  879. ;; * SkipVerification
  880. ;; * Execution
  881. ;; * Nothing
  882. ;; * LocalIntranet
  883. ;; * Internet
  884. ;; * Everything
  885. ; SandboxLevel = "Internet"
  886. ;; Only allow Region Owners to run MRMs
  887. ;; May represent a security risk if you disable this.
  888. ; OwnerOnly = true
  889. [FreeSwitchVoice]
  890. ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
  891. ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
  892. ; Enabled = false
  893. ;; You need to load a local service for a standalone, and a remote service
  894. ;; for a grid region. Use one of the lines below, as appropriate
  895. ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
  896. ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
  897. ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
  898. ;; If using a remote connector, specify the server URL
  899. ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
  900. [Groups]
  901. ;# {Enabled} {} {Enable groups?} {true false} false
  902. ;; Enables the groups module
  903. ; Enabled = false
  904. ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
  905. ;; Minimum user level required to create groups
  906. ; LevelGroupCreate = 0
  907. ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
  908. ;; The default module can use a PHP XmlRpc server from the Flotsam project at
  909. ;; http://code.google.com/p/flotsam/
  910. ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
  911. ; Module = Default
  912. ;; or... use Groups Module V2, which works for standalones and robust grids
  913. ; Module = "Groups Module V2"
  914. ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
  915. ; StorageProvider = OpenSim.Data.MySQL.dll
  916. ;# {ServicesConnectorModule} {Module:GroupsModule Module:Groups Module V2} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector "Groups Local Service Connector" "Groups Remote Service Connector" "Groups HG Service Connector"} XmlRpcGroupsServicesConnector
  917. ;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
  918. ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
  919. ;; -- for Simian Groups use SimianGroupsServicesConnector
  920. ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
  921. ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
  922. ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
  923. ;; Note that the quotes "" around the words are important!
  924. ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
  925. ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
  926. ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
  927. ; LocalService = local
  928. ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
  929. ;; Used for V2 in Remote only.
  930. ; SecretKey = ""
  931. ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
  932. ;; URI for the groups services of this grid
  933. ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
  934. ;; or http://mygridserver.com:82/Grid/ for SimianGrid
  935. ;; or ${Const|BaseURL}:${Const|PrivatePort} for robust, V2
  936. ;; Leave it commented for standalones, V2
  937. ; GroupsServerURI = ""
  938. ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
  939. ;; Used for V2 in HG only. For example
  940. ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
  941. ;; If you have this set under [Startup], no need to set it here, leave it commented
  942. ; HomeURI = ""
  943. ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
  944. ; MessagingEnabled = true
  945. ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
  946. ; MessagingModule = GroupsMessagingModule
  947. ; or use "Groups Messaging Module V2" for Groups V2
  948. ; MessagingModule = "Groups Messaging Module V2"
  949. ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
  950. ;; Enable Group Notices
  951. ; NoticesEnabled = true
  952. ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
  953. ; Experimental option to only message online users rather than all users
  954. ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
  955. ; Applies Flotsam Group only. V2 has this always on, no other option
  956. ; MessageOnlineUsersOnly = false
  957. ;; This makes the Group module very chatty on the console.
  958. ; DebugEnabled = false
  959. ; This makes the Group Messaging module very chatty on the console.
  960. ; DebugMessagingEnabled = false
  961. ;; XmlRpc Security settings. These must match those set on your backend
  962. ;; groups service if the service is using these keys
  963. ; XmlRpcServiceReadKey = 1234
  964. ; XmlRpcServiceWriteKey = 1234
  965. [InterestManagement]
  966. ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
  967. ;; This section controls how state updates are prioritized for each client
  968. ;; Valid values are BestAvatarResponsiveness, Time, Distance,
  969. ;; SimpleAngularDistance, FrontBack
  970. ; UpdatePrioritizationScheme = BestAvatarResponsiveness
  971. ; TEST OPTION KEEP AS FALSE
  972. ; if true, don't send object updates if outside view range
  973. ; ObjectsCullingByDistance = false
  974. [MediaOnAPrim]
  975. ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
  976. ;; Enable media on a prim facilities
  977. ; Enabled = true
  978. [NPC]
  979. ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
  980. ; Enabled = false
  981. ;; several options to control NPCs creation
  982. ;# {AllowNotOwned} {} {allow NPCs to be created not Owned} {true false} true
  983. ;; allow NPCs to be created not Owned {true false} default: true
  984. ; AllowNotOwned = true
  985. ;# {AllowSenseAsAvatar} {} {allow NPCs to set to be sensed as Avatars} {true false} true
  986. ;; allow NPCs to set to be sensed as Avatars {true false} default: true
  987. ; AllowSenseAsAvatar = true
  988. ;# {AllowCloneOtherAvatars} {} {allow NPCs to created cloning any avatar in region} {true false} true
  989. ;; allow NPCs to created cloning any avatar in region {true false} default: true
  990. ; AllowCloneOtherAvatars = true
  991. ;# {NoNPCGroup} {} {if true NPCs will have no group title, if false display "- NPC -"} {true false} true
  992. ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
  993. ; NoNPCGroup = true
  994. [Terrain]
  995. ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
  996. ; InitialTerrain = "pinhead-island"
  997. [LandManagement]
  998. ;; set this to false to not display parcel ban lines
  999. ;ShowParcelBansLines = true
  1000. [UserProfiles]
  1001. ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
  1002. ;; Set the value of the url to your UserProfilesService
  1003. ;; If un-set / "" the module is disabled
  1004. ;; ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}
  1005. ;# {AllowUserProfileWebURLs} {} {allow user profiles web urls} {true false} true
  1006. ;; set this to false to prevent your users to be sent to unknown
  1007. ;; web sites by other users on their profiles
  1008. ; AllowUserProfileWebURLs = true
  1009. [XBakes]
  1010. ;# {URL} {} {Set URL for Baked texture service} {}
  1011. ;; Sets the URL for the baked texture ROBUST service.
  1012. ;; Disabled when unset.
  1013. ;; URL = ${Const|BaseURL}:${Const|PrivatePort}
  1014. ;;
  1015. ;; Optional module to highlight God names in the viewer.
  1016. ;; Uncomment and customize appropriately if you want this behavior.
  1017. ;;
  1018. ;[GodNames]
  1019. ; Enabled = false
  1020. ; FullNames = "Test User, Foo Bar"
  1021. ; Surnames = "Kryztlsk"
  1022. [Architecture]
  1023. ;# {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/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini
  1024. ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
  1025. ;; uncomment Include-Architecture = "config-include/Standalone.ini"
  1026. ;;
  1027. ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
  1028. ;; that the referenced .ini file goes on to include.
  1029. ;;
  1030. ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
  1031. ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
  1032. ;; editing it to set the database and backend services that OpenSim will use.
  1033. ;;
  1034. Include-Architecture = "config-include/Standalone.ini"
  1035. ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
  1036. ; Include-Architecture = "config-include/Grid.ini"
  1037. ; Include-Architecture = "config-include/GridHypergrid.ini"
  1038. ; Include-Architecture = "config-include/SimianGrid.ini"
  1039. ; Include-Architecture = "config-include/HyperSimianGrid.ini"