OpenSim.ini.example 54 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145
  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. ;; If you are copying, then once you have copied OpenSim.ini.example to
  7. ;; OpenSim.ini you will need to pick an architecture in the [Architecture]
  8. ;; section at the end of this file.
  9. ;;
  10. ;; The settings in this file are in the form "<key> = <value>". For example,
  11. ;; save_crashes = false in the [Startup] section below.
  12. ;;
  13. ;; All settings are initially commented out and the default value used, as
  14. ;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
  15. ;; deleting the initial semicolon (;) and then change the value. This will
  16. ;; override the value in OpenSimDefaults.ini
  17. ;;
  18. ;; If you want to find out what configuration OpenSimulator has finished with
  19. ;; once all the configuration files are loaded then type "config show" on the
  20. ;; region console command line.
  21. ;;
  22. ;;
  23. ;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
  24. ;;
  25. ;; All leading white space is ignored, but preserved.
  26. ;;
  27. ;; Double semicolons denote a text comment
  28. ;;
  29. ;; ;# denotes a configuration directive description
  30. ;; formatted as:
  31. ;; {option} {depends on} {question to ask} {choices} default value
  32. ;; Any text comments following the declaration, up to the next blank line.
  33. ;; will be copied to the generated file (NOTE: generation is not yet
  34. ;; implemented)
  35. ;;
  36. ;; A * in the choices list will allow an empty entry.
  37. ;; An empty question will set the default if the dependencies are
  38. ;; satisfied.
  39. ;;
  40. ;; ; denotes a commented out option.
  41. ;; Any options added to OpenSim.ini.example should be initially commented
  42. ;; out.
  43. [Const]
  44. ;# {BaseURL} {} {BaseURL} {"http://example.com","http://127.0.0.1"} "http://127.0.0.1"
  45. BaseURL = http://127.0.0.1
  46. ;# {PublicPort} {} {PublicPort} {8002} "8002"
  47. PublicPort = "8002"
  48. ;# {PrivatePort} {} {PublicPort} {8003} "8003"
  49. PrivatePort = "8003"
  50. [Startup]
  51. ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
  52. ;; Console prompt
  53. ;; Certain special characters can be used to customize the prompt
  54. ;; Currently, these are
  55. ;; \R - substitute region name
  56. ;; \\ - substitute \
  57. ; ConsolePrompt = "Region (\R) "
  58. ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
  59. ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
  60. ; ConsoleHistoryFileEnabled = true
  61. ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
  62. ;; The history file can be just a filename (relative to OpenSim's bin/ directory
  63. ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
  64. ; ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
  65. ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
  66. ;; How many lines of command history should we keep? (default is 100)
  67. ; ConsoleHistoryFileLines = 100
  68. ;# {save_crashes} {} {Save crashes to disk?} {true false} false
  69. ;; Set this to true if you want to log crashes to disk
  70. ;; this can be useful when submitting bug reports.
  71. ;; However, this will only log crashes within OpenSimulator that cause the
  72. ;; entire program to exit
  73. ;; It will not log crashes caused by virtual machine failures, which
  74. ;; includes mono and ODE failures.
  75. ;; You will need to capture these native stack traces by recording the
  76. ;; session log itself.
  77. ; save_crashes = false
  78. ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
  79. ;; Directory to save crashes to if above is enabled
  80. ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
  81. ; crash_dir = "crashes"
  82. ;# {PIDFile} {} {Path to PID file?} {}
  83. ;; Place to create a PID file
  84. ; PIDFile = "/tmp/OpenSim.exe.pid"
  85. ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
  86. ;; Determine where OpenSimulator looks for the files which tell it
  87. ;; which regions to server
  88. ;; Default is "filesystem"
  89. ; region_info_source = "filesystem"
  90. ; region_info_source = "web"
  91. ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
  92. ;; Determines where the region XML files are stored if you are loading
  93. ;; these from the filesystem.
  94. ;; Defaults to bin/Regions in your OpenSimulator installation directory
  95. ; regionload_regionsdir="C:\somewhere\xmlfiles\"
  96. ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
  97. ;; Determines the page from which regions xml is retrieved if you are
  98. ;; loading these from the web.
  99. ;; The XML here has the same format as it does on the filesystem
  100. ;; (including the <Root> tag), except that everything is also enclosed
  101. ;; in a <Regions> tag.
  102. ; regionload_webserver_url = "http://example.com/regions.xml";
  103. ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
  104. ;; Allow the simulator to start up if there are no region configuration available
  105. ;; from the selected region_info_source.
  106. ; allow_regionless = false
  107. ;# {MaxPrimUndos} {} {Maximum number of undos avialable for position, rotation and scale changes of each prim} {} 20
  108. ;; Increasing the number of undos available number will increase memory usage.
  109. MaxPrimUndos = 20
  110. ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
  111. ;; Minimum size for non-physical prims. Affects resizing of existing
  112. ;; prims. This can be overridden in the region config file (as
  113. ;; NonPhysicalPrimMin!).
  114. ; NonPhysicalPrimMin = 0.001
  115. ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
  116. ;; Maximum size for non-physical prims. Affects resizing of existing
  117. ;; prims. This can be overridden in the region config file (as
  118. ;; NonPhysicalPrimMax!).
  119. ; NonPhysicalPrimMax = 256
  120. ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
  121. ;; Minimum size where a prim can be physical. Affects resizing of
  122. ;; existing prims. This can be overridden in the region config file.
  123. ; PhysicalPrimMin = 0.01
  124. ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
  125. ;; Maximum size where a prim can be physical. Affects resizing of
  126. ;; existing prims. This can be overridden in the region config file.
  127. ; PhysicalPrimMax = 64
  128. ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
  129. ;; If a viewer attempts to rez a prim larger than the non-physical or
  130. ;; physical prim max, clamp the dimensions to the appropriate maximum
  131. ;; This can be overridden in the region config file.
  132. ; ClampPrimSize = false
  133. ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
  134. ;; Maximum number of prims allowable in a linkset. Affects creating new
  135. ;; linksets. Ignored if less than or equal to zero.
  136. ;; This can be overridden in the region config file.
  137. ; LinksetPrims = 0
  138. ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
  139. ;; Allow scripts to keep running when they cross region boundaries, rather
  140. ;; than being restarted. State is reloaded on the destination region.
  141. ;; This only applies when crossing to a region running in a different
  142. ;; simulator.
  143. ;; For crossings where the regions are on the same simulator the script is
  144. ;; always kept running.
  145. ; AllowScriptCrossing = true
  146. ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
  147. ;; Allow compiled script binary code to cross region boundaries.
  148. ;; If you set this to "true", any region that can teleport to you can
  149. ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
  150. ;; YOU HAVE BEEN WARNED!!!
  151. ; TrustBinaries = false
  152. ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content!)} {true false} false
  153. ;; Combine all contiguous regions into one large megaregion
  154. ;; Order your regions from South to North, West to East in your regions.ini
  155. ;; and then set this to true
  156. ;; Warning! Don't use this with regions that have existing content!,
  157. ;; This will likely break them
  158. ; CombineContiguousRegions = false
  159. ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
  160. ;; If you have only one region in an instance, or to avoid the many bugs
  161. ;; that you can trigger in modules by restarting a region, set this to
  162. ;; true to make the entire instance exit instead of restarting the region.
  163. ;; This is meant to be used on systems where some external system like
  164. ;; Monit will restart any instance that exits, thereby making the shutdown
  165. ;; into a restart.
  166. ; InworldRestartShutsDown = false
  167. ;; Persistence of changed objects happens during regular sweeps. The
  168. ;; following control that behaviour to prevent frequently changing objects
  169. ;; from heavily loading the region data store.
  170. ;; If both of these values are set to zero then persistence of all changed
  171. ;; objects will happen on every sweep.
  172. ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
  173. ;; Objects will be considered for persistance in the next sweep when they
  174. ;; have not changed for this number of seconds.
  175. ; MinimumTimeBeforePersistenceConsidered = 60
  176. ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
  177. ;; Objects will always be considered for persistance in the next sweep
  178. ;; if the first change occurred this number of seconds ago.
  179. ; MaximumTimeBeforePersistenceConsidered = 600
  180. ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
  181. ;; if you would like to allow prims to be physical and move by physics
  182. ;; with the physical checkbox in the client set this to true.
  183. ; physical_prim = true
  184. ;; Select a mesher here.
  185. ;;
  186. ;; Meshmerizer properly handles complex prims by using triangle meshes.
  187. ;; Note that only the ODE physics engine currently deals with meshed
  188. ;; prims in a satisfactory way.
  189. ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
  190. ;; ZeroMesher is faster but leaves the physics engine to model the mesh
  191. ;; using the basic shapes that it supports.
  192. ;; Usually this is only a box.
  193. ;; Default is Meshmerizer
  194. ; meshing = Meshmerizer
  195. ; meshing = ZeroMesher
  196. ;; Choose one of the physics engines below
  197. ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
  198. ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
  199. ;; BulletSim supports varregions.
  200. ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
  201. ;; It continues to provide a workable physics implementation. It does not currently support varregions.
  202. ;; basicphysics effectively does not model physics at all, making all objects phantom.
  203. ;; Default is BulletSim
  204. ; physics = OpenDynamicsEngine
  205. ; physics = BulletSim
  206. ; physics = basicphysics
  207. ; physics = POS
  208. ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
  209. ;; Default script engine to use. Currently, we only have XEngine
  210. ; DefaultScriptEngine = "XEngine"
  211. ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
  212. ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
  213. ;; required
  214. ; HttpProxy = "http://proxy.com:8080"
  215. ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
  216. ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
  217. ;; list of regular expressions for URLs that you don't want to go through
  218. ;; the proxy.
  219. ;; For example, servers inside your firewall.
  220. ;; Separate patterns with a ';'
  221. ; HttpProxyExceptions = ".mydomain.com;localhost"
  222. ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
  223. ;; The email module requires some configuration. It needs an SMTP
  224. ;; server to send mail through.
  225. ; emailmodule = DefaultEmailModule
  226. ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
  227. ;; SpawnPointRouting adjusts the landing for incoming avatars.
  228. ;; "closest" will place the avatar at the SpawnPoint located in the closest
  229. ;; available spot to the destination (typically map click/landmark).
  230. ;; "random" will place the avatar on a randomly selected spawnpoint;
  231. ;; "sequence" will place the avatar on the next sequential SpawnPoint
  232. ; SpawnPointRouting = closest
  233. ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
  234. ;; TelehubAllowLandmark allows users with landmarks to override telehub
  235. ;; routing and land at the landmark coordinates when set to true
  236. ;; default is false
  237. ; TelehubAllowLandmark = false
  238. [AccessControl]
  239. ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
  240. ;; Bar (|) separated list of viewers which may gain access to the regions.
  241. ;; One can use a substring of the viewer name to enable only certain
  242. ;; versions
  243. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  244. ;; - "Imprudence" has access
  245. ;; - "Imprudence 1.3" has access
  246. ;; - "Imprudence 1.3.1" has no access
  247. ; AllowedClients =
  248. ;# {BannedClients} {} {Bar (|) separated list of banned clients} {}
  249. ;; Bar (|) separated list of viewers which may not gain access to the regions.
  250. ;; One can use a Substring of the viewer name to disable only certain
  251. ;; versions
  252. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  253. ;; - "Imprudence" has no access
  254. ;; - "Imprudence 1.3" has no access
  255. ;; - "Imprudence 1.3.1" has access
  256. ; BannedClients =
  257. [Map]
  258. ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
  259. ;; Map tile options.
  260. ;; If true, then maptiles are generated using the MapImageModule below.
  261. ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
  262. ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
  263. ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
  264. ; GenerateMaptiles = true
  265. ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
  266. ;; The module to use in order to generate map images.
  267. ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
  268. ;; generate better images.
  269. ;MapImageModule = "MapImageModule"
  270. ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
  271. ;; If desired, a running region can update the map tiles periodically
  272. ;; to reflect building activity. This names no sense of you don't have
  273. ;; prims on maptiles. Value is in seconds.
  274. ; MaptileRefresh = 0
  275. ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
  276. ;; If not generating maptiles, use this static texture asset ID
  277. ;; This may be overridden on a per region basis in Regions.ini
  278. ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
  279. ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
  280. ;; Use terrain texture for maptiles if true, use shaded green if false
  281. ; TextureOnMapTile = true
  282. ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
  283. ;; Draw objects on maptile. This step might take a long time if you've
  284. ;; got a large number of objects, so you can turn it off here if you'd like.
  285. ; DrawPrimOnMapTile = true
  286. ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
  287. ;; Texture the faces of the prims that are rendered on the map tiles.
  288. ; TexturePrims = true
  289. ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
  290. ;; Only texture prims that have a diagonal size greater than this number
  291. ; TexturePrimSize = 48
  292. ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
  293. ;; Attempt to render meshes and sculpties on the map
  294. ; RenderMeshes = false;
  295. [Permissions]
  296. ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
  297. ;; Permission modules to use, separated by comma.
  298. ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
  299. ; permissionmodules = DefaultPermissionsModule
  300. ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
  301. ;; These are the parameters for the default permissions module
  302. ;;
  303. ;; If set to false, then, in theory, the server never carries out
  304. ;; permission checks (allowing anybody to copy
  305. ;; any item, etc. This may not yet be implemented uniformally.
  306. ;; If set to true, then all permissions checks are carried out
  307. ; serverside_object_permissions = true
  308. ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
  309. ;; This allows users with a UserLevel of 200 or more to assume god
  310. ;; powers in the regions in this simulator.
  311. ; allow_grid_gods = false
  312. ;; This allows some control over permissions
  313. ;; please note that this still doesn't duplicate SL, and is not intended to
  314. ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
  315. ;; Allow region owners to assume god powers in their regions
  316. ; region_owner_is_god = true
  317. ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
  318. ;; Allow region managers to assume god powers in regions they manage
  319. ; region_manager_is_god = false
  320. ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
  321. ;; Allow parcel owners to assume god powers in their parcels
  322. ; parcel_owner_is_god = true
  323. ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
  324. ;; More control over permissions
  325. ;; This is definitely not SL!
  326. ;; Provides a simple control for land owners to give build rights to
  327. ;; specific avatars in publicly accessible parcels that disallow object
  328. ;; creation in general.
  329. ;; Owners specific avatars by adding them to the Access List of the parcel
  330. ;; without having to use the Groups feature
  331. ; simple_build_permissions = false
  332. [Estates]
  333. ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
  334. ; If these values are uncommented then they will be used to create a default estate as necessary.
  335. ; New regions will be automatically assigned to that default estate.
  336. ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
  337. ;; Name for the default estate
  338. ; DefaultEstateName = My Estate
  339. ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
  340. ;; Name for default estate owner
  341. ; DefaultEstateOwnerName = FirstName LastName
  342. ; ** Standalone Estate Settings **
  343. ; The following parameters will only be used on a standalone system to
  344. ; create an estate owner that does not already exist
  345. ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
  346. ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
  347. ;; UUID will be assigned. This is normally what you want
  348. ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
  349. ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
  350. ;; Email address for the default estate owner
  351. ; DefaultEstateOwnerEMail = [email protected]
  352. ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
  353. ;; Password for the default estate owner
  354. ; DefaultEstateOwnerPassword = password
  355. [SMTP]
  356. ;; The SMTP server enabled the email module to send email to external
  357. ;; destinations.
  358. ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
  359. ;; Enable sending email via SMTP
  360. ; enabled = false
  361. ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
  362. ; internal_object_host = lsl.opensim.local
  363. ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
  364. ; host_domain_header_from = "127.0.0.1"
  365. ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
  366. ; email_pause_time = 20
  367. ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
  368. ; email_max_size = 4096
  369. ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
  370. ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
  371. ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
  372. ; SMTP_SERVER_PORT = 25
  373. ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
  374. ; SMTP_SERVER_LOGIN = ""
  375. ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
  376. ; SMTP_SERVER_PASSWORD = ""
  377. [Network]
  378. ;# {ConsoleUser} {} {User name for console account} {}
  379. ;; Configure the remote console user here. This will not actually be used
  380. ;; unless you use -console=rest at startup.
  381. ; ConsoleUser = "Test"
  382. ;# {ConsolePass} {} {Password for console account} {}
  383. ; ConsolePass = "secret"
  384. ;# {console_port} {} {Port for console connections} {} 0
  385. ; console_port = 0
  386. ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
  387. ;; Simulator HTTP port. This is not the region port, but the port the
  388. ;; entire simulator listens on. This port uses the TCP protocol, while
  389. ;; the region ports use UDP.
  390. ; http_listener_port = 9000
  391. ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
  392. ;; Hostname to use in llRequestURL/llRequestSecureURL
  393. ;; if not defined - default machine name is being used
  394. ;; (on Windows this mean NETBIOS name - useably only inside local network)
  395. ; ExternalHostNameForLSL = "127.0.0.1"
  396. ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
  397. ;; What is reported as the "X-Secondlife-Shard"
  398. ;; Defaults to the user server url if not set
  399. ;; The old default is "OpenSim", set here for compatibility
  400. ;; The below is not commented for compatibility.
  401. shard = "OpenSim"
  402. ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
  403. ;; What is reported as the "User-Agent" when using llHTTPRequest
  404. ;; Defaults to not sent if not set here. See the notes section in the wiki
  405. ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
  406. ;; " (Mozilla Compatible)" to the text where there are problems with a
  407. ;; web server
  408. ; user_agent = "OpenSim LSL (Mozilla Compatible)"
  409. ;; The follow 3 variables are for HTTP Basic Authentication for the Robust services.
  410. ;; Use this if your central services in port 8003 need to be accessible on the Internet
  411. ;; but you want to protect them from unauthorized access. The username and password
  412. ;; here need to match the ones in the Robust service configuration.
  413. ; AuthType = "BasicHttpAuthentication"
  414. ; HttpAuthUsername = "some_username"
  415. ; HttpAuthPassword = "some_password"
  416. ;;
  417. ;; Any of these 3 variables above can be overriden in any of the service sections.
  418. [XMLRPC]
  419. ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
  420. ;; If enabled and set to XmlRpcRouterModule, this will post an event,
  421. ;; "xmlrpc_uri(string)" to the script concurrently with the first
  422. ;; remote_data event. This will contain the fully qualified URI an
  423. ;; external site needs to use to send XMLRPC requests to that script
  424. ;;
  425. ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
  426. ;; will be registered with an external service via a configured uri
  427. ;XmlRpcRouterModule = "XmlRpcRouterModule"
  428. ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
  429. ;XmlRpcPort = 20800
  430. ;# {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
  431. ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
  432. ;; will use this address to register xmlrpc channels on the external
  433. ;; service
  434. ; XmlRpcHubURI = http://example.com
  435. [ClientStack.LindenUDP]
  436. ;; See OpensSimDefaults.ini for the throttle options. You can copy the
  437. ;; relevant sections and override them here.
  438. ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
  439. ;; with the next update!
  440. ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
  441. ;; Quash and remove any light properties from attachments not on the
  442. ;; hands. This allows flashlights and lanterns to function, but kills
  443. ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
  444. ;; will also be affected.
  445. ;; This is especially important in artistic builds that depend on lights
  446. ;; on the build for their appearance, since facelights will cause the
  447. ;; building's lights to possibly not be rendered.
  448. ; DisableFacelights = "false"
  449. [ClientStack.LindenCaps]
  450. ;; For the long list of capabilities, see OpenSimDefaults.ini
  451. ;; Here are the few ones you may want to change. Possible values
  452. ;; are:
  453. ;; "" -- empty, capability disabled
  454. ;; "localhost" -- capability enabled and served by the simulator
  455. ;; "<url>" -- capability enabled and served by some other server
  456. ;;
  457. ; These are enabled by default to localhost. Change if you see fit.
  458. Cap_GetTexture = "localhost"
  459. Cap_GetMesh = "localhost"
  460. Cap_AvatarPickerSearch = "localhost"
  461. ; This is disabled by default. Change if you see fit. Note that
  462. ; serving this cap from the simulators may lead to poor performace.
  463. Cap_WebFetchInventoryDescendents = ""
  464. [SimulatorFeatures]
  465. ;# {SearchServerURI} {} {URL of the search server} {}
  466. ;; This is identical to the Robust LoginService SearchURL setting
  467. ;; and will override that value if set here. The Robust setting
  468. ;; provides a working default for the grid and setting here is
  469. ;; optional.
  470. ;SearchServerURI = "http://127.0.0.1:9000/"
  471. ;# {DestinationGuideURI} {} {URL of the destination guide} {}
  472. ;;
  473. ;; This serves the same purpose as the DestinationGuideURI in the
  474. ;; LoginService setting in the Robust server. This will override
  475. ;; the Robust setting if desired as an option.
  476. ;DestinationGuideURI = "http://127.0.0.1:9000/"
  477. [Chat]
  478. ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
  479. ;; Distance in meters that whispers should travel.
  480. ; whisper_distance = 10
  481. ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
  482. ;; Distance in meters that ordinary chat should travel.
  483. ; say_distance = 20
  484. ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
  485. ;; Distance in meters that shouts should travel.
  486. ; shout_distance = 100
  487. [EntityTransfer]
  488. ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
  489. ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
  490. ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
  491. ;DisableInterRegionTeleportCancellation = false
  492. [Messaging]
  493. ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
  494. ;; Module to handle offline messaging. The core module requires an external
  495. ;; web service to do this. See OpenSim wiki.
  496. ; OfflineMessageModule = OfflineMessageModule
  497. ;; Or, alternatively, use this one, which works for both standalones and grids
  498. ; OfflineMessageModule = "Offline Message Module V2"
  499. ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
  500. ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
  501. ; OfflineMessageURL = ${Const|BaseURL}/Offline.php
  502. ; OfflineMessageURL = ${Const|BaseURL}:${Const|PrivatePort}
  503. ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
  504. ;; For standalones, this is the storage dll.
  505. ; StorageProvider = OpenSim.Data.MySQL.dll
  506. ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
  507. ;; Mute list handler (not yet implemented). MUST BE SET to allow offline
  508. ;; messages to work
  509. ; MuteListModule = MuteListModule
  510. ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
  511. ;; URL of the web service that serves mute lists. Not currently used, but
  512. ;; must be set to allow offline messaging to work.
  513. ; MuteListURL = http://yourserver/Mute.php
  514. ;; Control whether group invites and notices are stored for offline users.
  515. ;; Default is true.
  516. ;; This applies to both core groups module.
  517. ; ForwardOfflineGroupMessages = true
  518. [BulletSim]
  519. ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
  520. AvatarToAvatarCollisionsByDefault = true
  521. [ODEPhysicsSettings]
  522. ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
  523. ;; Do we want to mesh sculpted prim to collide like they look?
  524. ;; If you are seeing sculpt texture decode problems
  525. ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
  526. ;; then you might want to try setting this to false.
  527. ; mesh_sculpted_prim = true
  528. ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false
  529. ;; If you would like physics joints to be enabled through a special naming
  530. ;; convention in the client, set this to true.
  531. ;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
  532. ; use_NINJA_physics_joints = false
  533. [RemoteAdmin]
  534. ;; This is the remote admin module, which uses XMLRPC requests to
  535. ;; manage regions from a web interface.
  536. ;# {enabled} {} {Enable the remote admin interface?} {true false} false
  537. ; enabled = false
  538. ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
  539. ;; Set this to a nonzero value to have remote admin use a different port
  540. ; port = 0
  541. ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
  542. ;; This password is required to make any XMLRPC call (should be set as
  543. ;; the "password" parameter)
  544. ; access_password = ""
  545. ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
  546. ;; List the IP addresses allowed to call RemoteAdmin
  547. ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
  548. ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
  549. ; access_ip_addresses =
  550. ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
  551. ;; set this variable to true if you want the create_region XmlRpc
  552. ;; call to unconditionally enable voice on all parcels for a newly
  553. ;; created region
  554. ; create_region_enable_voice = false
  555. ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
  556. ;; set this variable to false if you want the create_region XmlRpc
  557. ;; call to create all regions as private per default (can be
  558. ;; overridden in the XmlRpc call)
  559. ; create_region_public = false
  560. ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
  561. ;; enable only those methods you deem to be appropriate using a | delimited
  562. ;; whitelist.
  563. ;; For example:
  564. ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
  565. ;; if this parameter is not specified but enabled = true, all methods
  566. ;; will be available
  567. ; enabled_methods = all
  568. ;; specify the default appearance for an avatar created through the remote
  569. ;; admin interface
  570. ;; This will only take effect is the file specified by the
  571. ;; default_appearance setting below exists
  572. ; default_male = Default Male
  573. ; default_female = Default Female
  574. ;; Update appearance copies inventory items and wearables of default
  575. ;; avatars. if this value is false, just worn assets are copied to the
  576. ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
  577. ;; The receiver will wear the same items the default avatar did wear.
  578. ; copy_folders = false
  579. ;; Path to default appearance XML file that specifies the look of the
  580. ;; default avatars
  581. ; default_appearance = default_appearance.xml
  582. [Wind]
  583. ;# {enabled} {} {Enable wind module?} {true false} true
  584. ;; Enables the wind module.
  585. ; enabled = true
  586. ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
  587. ;; How often should wind be updated, as a function of world frames.
  588. ;; Approximately 50 frames a second
  589. ; wind_update_rate = 150
  590. ;; The Default Wind Plugin to load
  591. ; wind_plugin = SimpleRandomWind
  592. ;; These settings are specific to the ConfigurableWind plugin
  593. ;; To use ConfigurableWind as the default, simply change wind_plugin
  594. ;; to ConfigurableWind and uncomment the following.
  595. ; avg_strength = 5.0
  596. ; avg_direction = 0.0
  597. ; var_strength = 5.0
  598. ; var_direction = 30.0
  599. ; rate_change = 1.0
  600. ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
  601. ;; This setting is specific to the SimpleRandomWind plugin
  602. ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
  603. ; strength = 1.0
  604. [LightShare]
  605. ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
  606. ;; This enables the transmission of Windlight scenes to supporting clients,
  607. ;; such as the Meta7 viewer.
  608. ;; It has no ill effect on viewers which do not support server-side
  609. ;; windlight settings.
  610. ; enable_windlight = false
  611. [Materials]
  612. ;# {enable_materials} {} {Enable Materials support?} {true false} true
  613. ;; This enables the use of Materials.
  614. ; enable_materials = true
  615. [DataSnapshot]
  616. ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
  617. ;; The following set of configs pertains to search.
  618. ;; Set index_sims to true to enable search engines to index your
  619. ;; searchable data.
  620. ;; If false, no data will be exposed, DataSnapshot module will be off,
  621. ;; and you can ignore the rest of these search-related configs.
  622. ; index_sims = false
  623. ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
  624. ;; The variable data_exposure controls what the regions expose:
  625. ;; minimum: exposes only things explicitly marked for search
  626. ;; all: exposes everything
  627. ; data_exposure = minimum
  628. ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
  629. ;; If search is on, change this to your grid name; will be ignored for
  630. ;; standalones
  631. ; gridname = "OSGrid"
  632. ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
  633. ;; Period between data snapshots, in seconds. 20 minutes, for starters,
  634. ;; so that you see the initial changes fast.
  635. ;; Later, you may want to increase this to 3600 (1 hour) or more
  636. ; default_snapshot_period = 1200
  637. ;; This will be created in bin, if it doesn't exist already. It will hold
  638. ;; the data snapshots.
  639. ; snapshot_cache_directory = "DataSnapshot"
  640. ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
  641. ; This semicolon-separated string serves to notify specific data services
  642. ; about the existence of this sim. Uncomment if you want to index your
  643. ; data with this and/or other search providers.
  644. ; data_services="http://metaverseink.com/cgi-bin/register.py"
  645. [Economy]
  646. ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
  647. ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
  648. ; There is no intention to implement anything further in core OpenSimulator.
  649. ; This functionality has to be provided by third party modules.
  650. ;; Enables selling things for $0. Default is true.
  651. ; SellEnabled = true
  652. ;# {PriceUpload} {} {Price for uploading?} {} 0
  653. ;; Money Unit fee to upload textures, animations etc. Default is 0.
  654. ; PriceUpload = 0
  655. ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
  656. ;; Money Unit fee to create groups. Default is 0.
  657. ; PriceGroupCreate = 0
  658. [XEngine]
  659. ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
  660. ;; Enable this engine in this OpenSim instance
  661. ; Enabled = true
  662. ;; How many threads to keep alive even if nothing is happening
  663. ; MinThreads = 2
  664. ;; How many threads to start at maximum load
  665. ; MaxThreads = 100
  666. ;; Time a thread must be idle (in seconds) before it dies
  667. ; IdleTimeout = 60
  668. ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
  669. ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
  670. ;; "Highest")
  671. ; Priority = "BelowNormal"
  672. ;; Maximum number of events to queue for a script (excluding timers)
  673. ; MaxScriptEventQueue = 300
  674. ;; Stack size per script engine thread in bytes.
  675. ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
  676. ;; The trade-off may be increased memory usage by the script engine.
  677. ; ThreadStackSize = 262144
  678. ;; Set this to true (the default) to load each script into a separate
  679. ;; AppDomain.
  680. ;;
  681. ;; Setting this to false will load all script assemblies into the
  682. ;; current AppDomain, which will significantly improve script loading times.
  683. ;; It will also reduce initial per-script memory overhead.
  684. ;;
  685. ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
  686. ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
  687. ;; Some Windows users have also reported script loading problems when AppDomainLoading = false
  688. ; AppDomainLoading = true
  689. ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
  690. ;; co-op will be more stable but this option is currently experimental.
  691. ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
  692. ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
  693. ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
  694. ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
  695. ;; Current valid values are "abort" and "co-op"
  696. ; ScriptStopStrategy = abort
  697. ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
  698. ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
  699. ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
  700. ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
  701. ;; by scripts have changed.
  702. ; DeleteScriptsOnStartup = true
  703. ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
  704. ;; Default language for scripts
  705. ; DefaultCompileLanguage = "lsl"
  706. ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
  707. ;; List of allowed languages (lsl,vb,cs)
  708. ;; AllowedCompilers=lsl,cs,vb
  709. ;; *warning*, non lsl languages have access to static methods such as
  710. ;; System.IO.File. Enable at your own risk.
  711. ; AllowedCompilers = "lsl"
  712. ;; Compile debug info (line numbers) into the script assemblies
  713. ; CompileWithDebugInformation = true
  714. ;; Allow the user of mod* functions. This allows a script to pass messages
  715. ;; to a region module via the modSendCommand() function
  716. ;; Default is false
  717. ; AllowMODFunctions = false
  718. ;# {AllowOSFunctions} {Enabled:true} {Allow OSFunctions? (DANGEROUS!)} {true false} false
  719. ;; Allow the use of os* functions (some are dangerous)
  720. ; AllowOSFunctions = false
  721. ;# {AllowLightShareFunctions} {Enabled:false [LightShare]enable_windlight:true} {Allow LightShare functions?} {true false} false
  722. ; Allow the use of LightShare functions.
  723. ; The setting enable_windlight = true must also be enabled in the [LightShare] section.
  724. ; AllowLightShareFunctions = false
  725. ;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow
  726. ;; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
  727. ;; See http://opensimulator.org/wiki/Threat_level for more information on these levels.
  728. ;; We do not recommend that use set a general level above Low unless you have a high level of trust
  729. ;; in all the users that can run scripts in your simulator. It is safer to explicitly
  730. ;; allow certain types of user to run higher threat level OSSL functions, as detailed later on.
  731. OSFunctionThreatLevel = VeryLow
  732. ; OS Functions enable/disable
  733. ; For each function, you can add one line, as shown
  734. ; The default for all functions allows them if below threat level
  735. ; true allows the use of the function unconditionally
  736. ; Allow_osSetRegionWaterHeight = true
  737. ; false disables the function completely
  738. ; Allow_osSetRegionWaterHeight = false
  739. ; Comma separated list of UUIDS allows the function for that list of UUIDS
  740. ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
  741. ; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
  742. ; - PARCEL_GROUP_MEMBER: allow if the object group is the same group as the parcel
  743. ; - PARCEL_OWNER: allow if the object owner is the parcel owner
  744. ; - ESTATE_MANAGER: allow if the object owner is an estate manager
  745. ; - ESTATE_OWNER: allow if the object owner is the estate owner
  746. ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...
  747. ; You can also use script creators as the uuid
  748. ; Creators_osSetRegionWaterHeight = <uuid>, ...
  749. ; If both Allow_ and Creators_ are given, effective permissions
  750. ; are the union of the two.
  751. ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
  752. ;; Time a script can spend in an event handler before it is interrupted
  753. ; EventLimit = 30
  754. ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
  755. ;; If a script overruns it's event limit, kill the script?
  756. ; KillTimedOutScripts = false
  757. ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
  758. ;; Sets the multiplier for the scripting delays
  759. ; ScriptDelayFactor = 1.0
  760. ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
  761. ;; The factor the 10 m distances limits are multiplied by
  762. ; ScriptDistanceLimitFactor = 1.0
  763. ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
  764. ;; Maximum length of notecard line read
  765. ;; Increasing this to large values potentially opens
  766. ;; up the system to malicious scripters
  767. ; NotecardLineReadCharsMax = 255
  768. ;# {SensorMaxRange} {} {Sensor range} {} 96.0
  769. ;; Sensor settings
  770. ; SensorMaxRange = 96.0
  771. ;# {SensorMaxResults} {} {Max sensor results returned?} {}
  772. ; SensorMaxResults = 16
  773. ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
  774. ;; Disable underground movement of prims (default true); set to
  775. ;; false to allow script controlled underground positioning of
  776. ;; prims
  777. ; DisableUndergroundMovement = true
  778. ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
  779. ;; Path to script engine assemblies
  780. ;; Default is ./bin/ScriptEngines
  781. ; ScriptEnginesPath = "ScriptEngines"
  782. [MRM]
  783. ;; Enables the Mini Region Modules Script Engine.
  784. ; Enabled = false
  785. ;; Runs MRM in a Security Sandbox
  786. ;; WARNING: DISABLING IS A SECURITY RISK.
  787. ; Sandboxed = true
  788. ;; The level sandbox to use, adjust at your OWN RISK.
  789. ;; Valid values are:
  790. ;; * FullTrust
  791. ;; * SkipVerification
  792. ;; * Execution
  793. ;; * Nothing
  794. ;; * LocalIntranet
  795. ;; * Internet
  796. ;; * Everything
  797. ; SandboxLevel = "Internet"
  798. ;; Only allow Region Owners to run MRMs
  799. ;; May represent a security risk if you disable this.
  800. ; OwnerOnly = true
  801. [FreeSwitchVoice]
  802. ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
  803. ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
  804. ; Enabled = false
  805. ;; You need to load a local service for a standalone, and a remote service
  806. ;; for a grid region. Use one of the lines below, as appropriate
  807. ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
  808. ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
  809. ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
  810. ;; If using a remote connector, specify the server URL
  811. ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
  812. [Groups]
  813. ;# {Enabled} {} {Enable groups?} {true false} false
  814. ;; Enables the groups module
  815. ; Enabled = false
  816. ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
  817. ;; Minimum user level required to create groups
  818. ; LevelGroupCreate = 0
  819. ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
  820. ;; The default module can use a PHP XmlRpc server from the Flotsam project at
  821. ;; http://code.google.com/p/flotsam/
  822. ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
  823. ; Module = Default
  824. ;; or... use Groups Module V2, which works for standalones and robust grids
  825. ; Module = "Groups Module V2"
  826. ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
  827. ; StorageProvider = OpenSim.Data.MySQL.dll
  828. ;# {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
  829. ;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
  830. ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
  831. ;; -- for Simian Groups use SimianGroupsServicesConnector
  832. ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
  833. ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
  834. ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
  835. ;; Note that the quotes "" around the words are important!
  836. ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
  837. ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
  838. ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
  839. ; LocalService = local
  840. ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
  841. ;; Used for V2 in Remote only.
  842. ; SecretKey = ""
  843. ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
  844. ;; URI for the groups services of this grid
  845. ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
  846. ;; or http://mygridserver.com:82/Grid/ for SimianGrid
  847. ;; or http:://${Const|BaseURL}:${Const|PrivatePort} for robust, V2
  848. ;; Leave it commented for standalones, V2
  849. ; GroupsServerURI = ""
  850. ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
  851. ;; Used for V2 in HG only. For example
  852. ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
  853. ;; If you have this set under [Startup], no need to set it here, leave it commented
  854. ; HomeURI = ""
  855. ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
  856. ; MessagingEnabled = true
  857. ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
  858. ; MessagingModule = GroupsMessagingModule
  859. ;; or use V2 for Groups V2
  860. ; MessagingModule = "Groups Messaging Module V2"
  861. ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
  862. ;; Enable Group Notices
  863. ; NoticesEnabled = true
  864. ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
  865. ; Experimental option to only message online users rather than all users
  866. ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
  867. ; Applies Flotsam Group only. V2 has this always on, no other option
  868. ; MessageOnlineUsersOnly = false
  869. ;; This makes the Group module very chatty on the console.
  870. ; DebugEnabled = false
  871. ; This makes the Group Messaging module very chatty on the console.
  872. ; DebugMessagingEnabled = false
  873. ;; XmlRpc Security settings. These must match those set on your backend
  874. ;; groups service if the service is using these keys
  875. ; XmlRpcServiceReadKey = 1234
  876. ; XmlRpcServiceWriteKey = 1234
  877. [InterestManagement]
  878. ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
  879. ;; This section controls how state updates are prioritized for each client
  880. ;; Valid values are BestAvatarResponsiveness, Time, Distance,
  881. ;; SimpleAngularDistance, FrontBack
  882. ; UpdatePrioritizationScheme = BestAvatarResponsiveness
  883. [MediaOnAPrim]
  884. ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
  885. ;; Enable media on a prim facilities
  886. ; Enabled = true;
  887. [NPC]
  888. ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
  889. ; Enabled = false
  890. [Terrain]
  891. ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
  892. ; InitialTerrain = "pinhead-island"
  893. [UserProfiles]
  894. ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
  895. ;; Set the value of the url to your UserProfilesService
  896. ;; If un-set / "" the module is disabled
  897. ;; ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}
  898. [XBakes]
  899. ;# {URL} {} {Set URL for Baked texture service} {}
  900. ;; Sets the URL for the baked texture ROBUST service.
  901. ;; Disabled when unset.
  902. ;; URL = ${Const|BaseURL}:${Const|PrivatePort}
  903. [Architecture]
  904. ;# {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
  905. ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
  906. ;; uncomment Include-Architecture = "config-include/Standalone.ini"
  907. ;;
  908. ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
  909. ;; that the referenced .ini file goes on to include.
  910. ;;
  911. ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
  912. ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
  913. ;; editing it to set the database and backend services that OpenSim will use.
  914. ;;
  915. ; Include-Architecture = "config-include/Standalone.ini"
  916. ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
  917. ; Include-Architecture = "config-include/Grid.ini"
  918. ; Include-Architecture = "config-include/GridHypergrid.ini"
  919. ; Include-Architecture = "config-include/SimianGrid.ini"
  920. ; Include-Architecture = "config-include/HyperSimianGrid.ini"