OpenSim.ini.example 35 KB

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  1. ;; This is the main configuration file for OpenSimulator. If it's named OpenSim.ini
  2. ;; then it will be loaded by OpenSimulator. If it's named OpenSim.ini.example then
  3. ;; you will need to copy it to OpenSim.ini first (if that file does not already exist)
  4. ;;
  5. ;; If you are copying, then once you have copied OpenSim.ini.example to OpenSim.ini you will
  6. ;; need to pick an architecture in the [Architecture] section at the end of this file.
  7. ;;
  8. ;; The settings in this file are in the form "<key> = <value>". For example, save_crashes = false
  9. ;; in the [Startup] section below.
  10. ;;
  11. ;; All settings are initially commented out and the default value used, as found in
  12. ;; OpenSimDefaults.ini. To change a setting, first uncomment it by deleting the initial semicolon (;)
  13. ;; and then change the value. This will override the value in OpenSimDefaults.ini
  14. ;;
  15. ;; If you want to find out what configuration OpenSimulator has finished with once all the configuration
  16. ;; files are loaded then type "config show" on the region console command line.
  17. ;;
  18. ;;
  19. ;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
  20. ;;
  21. ;; All leading white space is ignored, but preserved.
  22. ;;
  23. ;; Double semicolons denote a text comment
  24. ;;
  25. ;; ;# denotes a configuration directive description
  26. ;; formatted as:
  27. ;; {option} {depends on} {question to ask} {choices} default value
  28. ;; Any text comments following the declaration, up to the next blank line.
  29. ;; will be copied to the generated file (NOTE: generation is not yet implemented)
  30. ;; A * in the choices list will allow an empty entry.
  31. ;; An empty question will set the default if the dependencies are
  32. ;; satisfied.
  33. ;;
  34. ;; ; denotes a commented out option.
  35. ;; Any options added to OpenSim.ini.example should be initially commented out.
  36. [Startup]
  37. ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
  38. ;; Console prompt
  39. ;; Certain special characters can be used to customize the prompt
  40. ;; Currently, these are
  41. ;; \R - substitute region name
  42. ;; \\ - substitute \
  43. ; ConsolePrompt = "Region (\R) "
  44. ;# {save_crashes} {} {Save crashes to disk?} {true false} false
  45. ;; Set this to true if you want to log crashes to disk
  46. ;; this can be useful when submitting bug reports.
  47. ;; However, this will only log crashes within OpenSimulator that cause the entire program to exit
  48. ;; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures.
  49. ;; You will need to capture these native stack traces by recording the session log itself.
  50. ; save_crashes = false
  51. ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
  52. ;; Directory to save crashes to if above is enabled
  53. ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
  54. ; crash_dir = "crashes"
  55. ;# {PIDFile} {} {Path to PID file?} {}
  56. ;; Place to create a PID file
  57. ; PIDFile = "/tmp/my.pid"
  58. ;; Determine where OpenSimulator looks for the files which tell it
  59. ;; which regions to server
  60. ;; Default is "filesystem"
  61. ; region_info_source = "filesystem"
  62. ; region_info_source = "web"
  63. ;; Determines where the region XML files are stored if you are loading
  64. ;; these from the filesystem.
  65. ;; Defaults to bin/Regions in your OpenSimulator installation directory
  66. ; regionload_regionsdir="C:\somewhere\xmlfiles\"
  67. ;; Determines the page from which regions xml is retrieved if you are
  68. ;; loading these from the web.
  69. ;; The XML here has the same format as it does on the filesystem
  70. ;; (including the <Root> tag), except that everything is also enclosed
  71. ;; in a <Regions> tag.
  72. ; regionload_webserver_url = "http://example.com/regions.xml";
  73. ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
  74. ;; Allow the simulator to start up if there are no region configuration available
  75. ;; from the selected region_info_source.
  76. ; allow_regionless = false
  77. ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
  78. ;; Maximum size for non-physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonphysicalPrimMax!).
  79. ; NonPhysicalPrimMax = 256
  80. ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10
  81. ;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file.
  82. ; PhysicalPrimMax = 10
  83. ;; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
  84. ;; This can be overriden in the region config file.
  85. ; ClampPrimSize = false
  86. ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
  87. ;; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
  88. ;; This only applies when crossing to a region running in a different simulator.
  89. ;; For crossings where the regions are on the same simulator the script is always kept running.
  90. ; AllowScriptCrossing = true
  91. ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
  92. ;; Allow compiled script binary code to cross region boundaries.
  93. ;; If you set this to "true", any region that can teleport to you can
  94. ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
  95. ;; YOU HAVE BEEN WARNED!!!
  96. ; TrustBinaries = false
  97. ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content!)} {true false} false
  98. ;; Combine all contiguous regions into one large megaregion
  99. ;; Order your regions from South to North, West to East in your regions.ini
  100. ;; and then set this to true
  101. ;; Warning! Don't use this with regions that have existing content!,
  102. ;; This will likely break them
  103. ; CombineContiguousRegions = false
  104. ;; If you have only one region in an instance, or to avoid the many bugs
  105. ;; that you can trigger in modules by restarting a region, set this to
  106. ;; true to make the entire instance exit instead of restarting the region.
  107. ;; This is meant to be used on systems where some external system like
  108. ;; Monit will restart any instance that exits, thereby making the shutdown
  109. ;; into a restart.
  110. ; InworldRestartShutsDown = false
  111. ;; Persistence of changed objects happens during regular sweeps. The
  112. ;; following control that behaviour to prevent frequently changing objects
  113. ;; from heavily loading the region data store.
  114. ;; If both of these values are set to zero then persistence of all changed
  115. ;; objects will happen on every sweep.
  116. ;; Objects will be considered for persistance in the next sweep when they
  117. ;; have not changed for this number of seconds.
  118. ; MinimumTimeBeforePersistenceConsidered = 60
  119. ;; Objects will always be considered for persistance in the next sweep
  120. ;; if the first change occurred this number of seconds ago.
  121. ; MaximumTimeBeforePersistenceConsidered = 600
  122. ;; Should avatars in neighbor sims see objects in this sim?
  123. ; see_into_this_sim_from_neighbor = true
  124. ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
  125. ;; if you would like to allow prims to be physical and move by physics
  126. ;; with the physical checkbox in the client set this to true.
  127. ; physical_prim = true
  128. ;; Select a mesher here.
  129. ;;
  130. ;; Meshmerizer properly handles complex prims by using triangle meshes.
  131. ;; Note that only the ODE physics engine currently deals with meshed
  132. ;; prims in a satisfactory way.
  133. ;; ZeroMesher is faster but leaves the physics engine to model the mesh
  134. ;; using the basic shapes that it supports.
  135. ;; Usually this is only a box.
  136. ;; Default is Meshmerizer
  137. ; meshing = Meshmerizer
  138. ; meshing = ZeroMesher
  139. ;; Choose one of the physics engines below
  140. ;; OpenDynamicsEngine is by some distance the most developed physics engine
  141. ;; BulletSim is incomplete and experimental but in active development
  142. ;; basicphysics effectively does not model physics at all, making all objects phantom
  143. ;; Default is OpenDynamicsEngine
  144. ; physics = OpenDynamicsEngine
  145. ; physics = BulletSim
  146. ; physics = basicphysics
  147. ; physics = POS
  148. ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by space} {} DefaultPermissionsModule
  149. ;; Permission modules to use, separated by space.
  150. ; permissionmodules = "DefaultPermissionsModule"
  151. ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
  152. ;; These are the parameters for the default permissions module
  153. ;;
  154. ;; If set to false, then, in theory, the server never carries out
  155. ;; permission checks (allowing anybody to copy
  156. ;; any item, etc. This may not yet be implemented uniformally.
  157. ;; If set to true, then all permissions checks are carried out
  158. ; serverside_object_permissions = true
  159. ;; This allows users with a UserLevel of 200 or more to assume god
  160. ;; powers in the regions in this simulator.
  161. ; allow_grid_gods = false
  162. ;; This allows some control over permissions
  163. ;; please note that this still doesn't duplicate SL, and is not intended to
  164. ; region_owner_is_god = true
  165. ; region_manager_is_god = false
  166. ; parcel_owner_is_god = true
  167. ;; Default script engine to use. Currently, we only have XEngine
  168. ; DefaultScriptEngine = "XEngine"
  169. ;; Map tile options. You can choose to generate no map tiles at all,
  170. ;; generate normal maptiles, or nominate an uploaded texture to
  171. ;; be the map tile
  172. ; GenerateMaptiles = true
  173. ;; If desired, a running region can update the map tiles periodically
  174. ;; to reflect building activity. This names no sense of you don't have
  175. ;; prims on maptiles. Value is in seconds.
  176. ; MaptileRefresh = 0
  177. ;; If not generating maptiles, use this static texture asset ID
  178. ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
  179. ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
  180. ;; Use terrain texture for maptiles if true, use shaded green if false
  181. ; TextureOnMapTile = true
  182. ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
  183. ;; Draw objects on maptile. This step might take a long time if you've
  184. ;; got a large number of objects, so you can turn it off here if you'd like.
  185. ; DrawPrimOnMapTile = true
  186. ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if required
  187. ; HttpProxy = "http://proxy.com:8080"
  188. ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a list of regular expressions for URLs that you don't want to go through the proxy
  189. ;; For example, servers inside your firewall.
  190. ;; Separate patterns with a ';'
  191. ; HttpProxyExceptions = ".mydomain.com;localhost"
  192. ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
  193. ;; The email module requires some configuration. It needs an SMTP
  194. ;; server to send mail through.
  195. ; emailmodule = DefaultEmailModule
  196. ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} (true false) true
  197. ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
  198. ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
  199. ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
  200. ;; by scripts have changed.
  201. ; DeleteScriptsOnStartup = true
  202. [SMTP]
  203. ;; The SMTP server enabled the email module to send email to external
  204. ;; destinations.
  205. ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
  206. ;; Enable sending email via SMTP
  207. ; enabled = false
  208. ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
  209. ; internal_object_host = lsl.opensim.local
  210. ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
  211. ; host_domain_header_from = "127.0.0.1"
  212. ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
  213. ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
  214. ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
  215. ; SMTP_SERVER_PORT = 25
  216. ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
  217. ; SMTP_SERVER_LOGIN = ""
  218. ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
  219. ; SMTP_SERVER_PASSWORD = ""
  220. [Network]
  221. ;; Configure the remote console user here. This will not actually be used
  222. ;; unless you use -console=rest at startup.
  223. ; ConsoleUser = "Test"
  224. ; ConsolePass = "secret"
  225. ; console_port = 0
  226. ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
  227. ;; Simulator HTTP port. This is not the region port, but the port the
  228. ;; entire simulator listens on. This port uses the TCP protocol, while
  229. ;; the region ports use UDP.
  230. ; http_listener_port = 9000
  231. ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
  232. ;; Hostname to use in llRequestURL/llRequestSecureURL
  233. ;; if not defined - default machine name is being used
  234. ;; (on Windows this mean NETBIOS name - useably only inside local network)
  235. ; ExternalHostNameForLSL = "127.0.0.1"
  236. ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
  237. ;; What is reported as the "X-Secondlife-Shard"
  238. ;; Defaults to the user server url if not set
  239. ;; The old default is "OpenSim", set here for compatibility
  240. ;; The below is not commented for compatibility.
  241. shard = "OpenSim"
  242. ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
  243. ;; What is reported as the "User-Agent" when using llHTTPRequest
  244. ;; Defaults to not sent if not set here. See the notes section in the wiki
  245. ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
  246. ;; " (Mozilla Compatible)" to the text where there are problems with a web server
  247. ; user_agent = "OpenSim LSL (Mozilla Compatible)"
  248. [ClientStack.LindenUDP]
  249. ;; See OpensSimDefaults.ini for the throttle options. You can copy the
  250. ;; relevant sections and override them here.
  251. ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
  252. ;; with the next update!
  253. ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
  254. ;; Quash and remove any light properties from attachments not on the
  255. ;; hands. This allows flashlights and lanterns to function, but kills
  256. ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
  257. ;; will also be affected.
  258. ;; This is especially important in artistic builds that depend on lights
  259. ;; on the build for their appearance, since facelights will cause the
  260. ;; building's lights to possibly not be rendered.
  261. ; DisableFacelights = "false"
  262. [ClientStack.LindenCaps]
  263. ;; For the long list of capabilities, see OpenSimDefaults.ini
  264. ;; Here are the few ones you may want to change. Possible values
  265. ;; are:
  266. ;; "" -- empty, capability disabled
  267. ;; "localhost" -- capability enabled and served by the simulator
  268. ;; "<url>" -- capability enabled and served by some other server
  269. ;;
  270. ; These are enabled by default to localhost. Change if you see fit.
  271. Cap_GetTexture = "localhost"
  272. Cap_GetMesh = "localhost"
  273. ; This is disabled by default. Change if you see fit. Note that
  274. ; serving this cap from the simulators may lead to poor performace.
  275. Cap_WebFetchInventoryDescendents = ""
  276. [SimulatorFeatures]
  277. ; Experimental new information sent in SimulatorFeatures cap for Kokua viewers
  278. ; meant to override the MapImage and search server url given at login, and varying
  279. ; on a sim-basis.
  280. ; Viewers that don't understand it, will ignore it
  281. ;MapImageServerURI = "http://127.0.0.1:9000/"
  282. ;SearchServerURI = "http://127.0.0.1:9000/"
  283. [Chat]
  284. ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
  285. ;; Distance in meters that whispers should travel.
  286. ; whisper_distance = 10
  287. ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
  288. ;; Distance in meters that ordinary chat should travel.
  289. ; say_distance = 20
  290. ;# {shout_distance} {Distance at which a shout is heard, in meters?} {} 100
  291. ;; Distance in meters that shouts should travel.
  292. ; shout_distance = 100
  293. [Messaging]
  294. ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule *}
  295. ;; Module to handle offline messaging. The core module requires an external
  296. ;; web service to do this. See OpenSim wiki.
  297. ; OfflineMessageModule = OfflineMessageModule
  298. ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule} {URL of offline messaging service} {}
  299. ;; URL of web service for offline message storage
  300. ; OfflineMessageURL = http://yourserver/Offline.php
  301. ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
  302. ;; Mute list handler (not yet implemented). MUST BE SET to allow offline
  303. ;; messages to work
  304. ; MuteListModule = MuteListModule
  305. ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
  306. ;; URL of the web service that serves mute lists. Not currently used, but
  307. ;; must be set to allow offline messaging to work.
  308. ; MuteListURL = http://yourserver/Mute.php
  309. ;; Control whether group messages are forwarded to offline users.
  310. ;; Default is true.
  311. ;; This applies to the core groups module (Flotsam) only.
  312. ; ForwardOfflineGroupMessages = true
  313. [ODEPhysicsSettings]
  314. ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
  315. ;; Do we want to mesh sculpted prim to collide like they look?
  316. ;; If you are seeing sculpt texture decode problems
  317. ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
  318. ;; then you might want to try setting this to false.
  319. ; mesh_sculpted_prim = true
  320. ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false
  321. ;; If you would like physics joints to be enabled through a special naming
  322. ;; convention in the client, set this to true.
  323. ;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
  324. ; use_NINJA_physics_joints = false
  325. [RemoteAdmin]
  326. ;; This is the remote admin module, which uses XMLRPC requests to
  327. ;; manage regions from a web interface.
  328. ;# {enabled} {} {Enable the remote admin interface?} {true false} false
  329. ; enabled = false
  330. ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
  331. ;; Set this to a nonzero value to have remote admin use a different port
  332. ; port = 0
  333. ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
  334. ;; This password is required to make any XMLRPC call (should be set as
  335. ;; the "password" parameter)
  336. ; access_password = ""
  337. ;# List the IP addresses allowed to call RemoteAdmin
  338. ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
  339. ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
  340. ; access_ip_addresses =
  341. ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
  342. ;; set this variable to true if you want the create_region XmlRpc
  343. ;; call to unconditionally enable voice on all parcels for a newly
  344. ;; created region
  345. ; create_region_enable_voice = false
  346. ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
  347. ;; set this variable to false if you want the create_region XmlRpc
  348. ;; call to create all regions as private per default (can be
  349. ;; overridden in the XmlRpc call)
  350. ; create_region_public = false
  351. ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
  352. ;; enable only those methods you deem to be appropriate using a | delimited
  353. ;; whitelist.
  354. ;; For example:
  355. ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
  356. ;; if this parameter is not specified but enabled = true, all methods
  357. ;; will be available
  358. ; enabled_methods = all
  359. ;; specify the default appearance for an avatar created through the remote
  360. ;; admin interface
  361. ;; This will only take effect is the file specified by the
  362. ;; default_appearance setting below exists
  363. ; default_male = Default Male
  364. ; default_female = Default Female
  365. ;; Update appearance copies inventory items and wearables of default
  366. ;; avatars. if this value is false, just worn assets are copied to the
  367. ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
  368. ;; The receiver will wear the same items the default avatar did wear.
  369. ; copy_folders = false
  370. ;; Path to default appearance XML file that specifies the look of the
  371. ;; default avatars
  372. ; default_appearance = default_appearance.xml
  373. [Wind]
  374. ;# {enabled} {} {Enable wind module?} {true false} true
  375. ;; Enables the wind module.
  376. ; enabled = true
  377. ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
  378. ;; How often should wind be updated, as a function of world frames.
  379. ;; Approximately 50 frames a second
  380. ; wind_update_rate = 150
  381. ;; The Default Wind Plugin to load
  382. ; wind_plugin = SimpleRandomWind
  383. ;; These settings are specific to the ConfigurableWind plugin
  384. ;; To use ConfigurableWind as the default, simply change wind_plugin
  385. ;; to ConfigurableWind and uncomment the following.
  386. ; avg_strength = 5.0
  387. ; avg_direction = 0.0
  388. ; var_strength = 5.0
  389. ; var_direction = 30.0
  390. ; rate_change = 1.0
  391. ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
  392. ;; This setting is specific to the SimpleRandomWind plugin
  393. ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
  394. ; strength = 1.0
  395. [LightShare]
  396. ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
  397. ;; This enables the transmission of Windlight scenes to supporting clients,
  398. ;; such as the Meta7 viewer.
  399. ;; It has no ill effect on viewers which do not support server-side
  400. ;; windlight settings.
  401. ;; Currently we only have support for MySQL databases.
  402. ; enable_windlight = false
  403. [DataSnapshot]
  404. ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
  405. ;; The following set of configs pertains to search.
  406. ;; Set index_sims to true to enable search engines to index your
  407. ;; searchable data.
  408. ;; If false, no data will be exposed, DataSnapshot module will be off,
  409. ;; and you can ignore the rest of these search-related configs.
  410. ; index_sims = false
  411. ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
  412. ;; The variable data_exposure controls what the regions expose:
  413. ;; minimum: exposes only things explicitly marked for search
  414. ;; all: exposes everything
  415. ; data_exposure = minimum
  416. ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
  417. ;; If search is on, change this to your grid name; will be ignored for
  418. ;; standalones
  419. ; gridname = "OSGrid"
  420. ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
  421. ;; Period between data snapshots, in seconds. 20 minutes, for starters,
  422. ;; so that you see the initial changes fast.
  423. ;; Later, you may want to increase this to 3600 (1 hour) or more
  424. ; default_snapshot_period = 1200
  425. ;; This will be created in bin, if it doesn't exist already. It will hold
  426. ;; the data snapshots.
  427. ; snapshot_cache_directory = "DataSnapshot"
  428. ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
  429. ; This semicolon-separated string serves to notify specific data services
  430. ; about the existence of this sim. Uncomment if you want to index your
  431. ; data with this and/or other search providers.
  432. ; data_services="http://metaverseink.com/cgi-bin/register.py"
  433. [Economy]
  434. ;; The economy module is not enabled by default and there is no easy,
  435. ;; menu controlled way to do this. To enabled this module, insert
  436. ;; economymodule = BetaGridLikeMoneyModule
  437. ;; into the startup section (at the top of this file).
  438. ;; Then configure the options below as needed.
  439. ;; Enables selling things for $0
  440. ; SellEnabled = "false"
  441. ;; Money Unit fee to upload textures, animations etc
  442. ; PriceUpload = 0
  443. ;; Money Unit fee to create groups
  444. ; PriceGroupCreate = 0
  445. [XEngine]
  446. ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
  447. ;; Enable this engine in this OpenSim instance
  448. ; Enabled = true
  449. ;; How many threads to keep alive even if nothing is happening
  450. ; MinThreads = 2
  451. ;; How many threads to start at maximum load
  452. ; MaxThreads = 100
  453. ;; Time a thread must be idle (in seconds) before it dies
  454. ; IdleTimeout = 60
  455. ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
  456. ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
  457. ;; "Highest")
  458. ; Priority = "BelowNormal"
  459. ;; Maximum number of events to queue for a script (excluding timers)
  460. ; MaxScriptEventQueue = 300
  461. ;; Stack size per thread created
  462. ; ThreadStackSize = 262144
  463. ;; Set this to true (the default) to load each script into a separate
  464. ;; AppDomain. Setting this to false will load all script assemblies into the
  465. ;; current AppDomain, which will reduce the per-script overhead at the
  466. ;; expense of reduced security and the inability to garbage collect the
  467. ;; script assemblies
  468. ; AppDomainLoading = true
  469. ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
  470. ;; Default language for scripts
  471. ; DefaultCompileLanguage = "lsl"
  472. ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
  473. ;; List of allowed languages (lsl,vb,cs)
  474. ;; AllowedCompilers=lsl,cs,js,vb.
  475. ;; *warning*, non lsl languages have access to static methods such as
  476. ;; System.IO.File. Enable at your own risk.
  477. ; AllowedCompilers = "lsl"
  478. ;; Compile debug info (line numbers) into the script assemblies
  479. ; CompileWithDebugInformation = true
  480. ;; Allow the user of mod* functions. This allows a script to pass messages
  481. ;; to a region module via the modSendCommand() function
  482. ;; Default is false
  483. ; AllowMODFunctions = false
  484. ;# {AllowOSFunctions} {Enabled:true} {Allow OSFunctions? (DANGEROUS!)} {true false} false
  485. ;; Allow the use of os* functions (some are dangerous)
  486. ; AllowOSFunctions = false
  487. ;# {AllowLightShareFunctions} {Enabled:true [LightShare]enable_windlight:true} {Allow LightShare functions?} {true false} true
  488. ; Allow the user of LightShare functions
  489. ; AllowLightShareFunctions = false
  490. ;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow
  491. ;; Threat level to allow, one of None, VeryLow, Low, Moderate, High,
  492. ;; VeryHigh, Severe
  493. OSFunctionThreatLevel = VeryLow
  494. ; OS Functions enable/disable
  495. ; For each function, you can add one line, as shown
  496. ; The default for all functions allows them if below threat level
  497. ; true allows the use of the function unconditionally
  498. ; Allow_osSetRegionWaterHeight = true
  499. ; false disables the function completely
  500. ; Allow_osSetRegionWaterHeight = false
  501. ; Comma separated list of UUIDS allows the function for that list of UUIDS
  502. ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
  503. ; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
  504. ; - PARCEL_GROUP_MEMBER: allow if objectgroup is the same group as the parcel
  505. ; - PARCEL_OWNER: allow if the objectowner is parcelowner
  506. ; - ESTATE_MANAGER: allow if the object owner is a estate manager
  507. ; - ESTATE_OWNER: allow if objectowner is estateowner
  508. ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...
  509. ; You can also use script creators as the uuid
  510. ; Creators_osSetRegionWaterHeight = <uuid>, ...
  511. ; If both Allow_ and Creators_ are given, effective permissions
  512. ; are the union of the two.
  513. ;; Time a script can spend in an event handler before it is interrupted
  514. ; EventLimit = 30
  515. ;; If a script overruns it's event limit, kill the script?
  516. ; KillTimedOutScripts = false
  517. ;; Sets the multiplier for the scripting delays
  518. ; ScriptDelayFactor = 1.0
  519. ;; The factor the 10 m distances llimits are multiplied by
  520. ; ScriptDistanceLimitFactor = 1.0
  521. ;; Maximum length of notecard line read
  522. ;; Increasing this to large values potentially opens
  523. ;; up the system to malicious scripters
  524. ; NotecardLineReadCharsMax = 255
  525. ;; Sensor settings
  526. ; SensorMaxRange = 96.0
  527. ; SensorMaxResults = 16
  528. ;; Disable underground movement of prims (default true); set to
  529. ;; false to allow script controlled underground positioning of
  530. ;; prims
  531. ; DisableUndergroundMovement = true
  532. ;; Path to script engine assemblies
  533. ;; Default is ./bin/ScriptEngines
  534. ; ScriptEnginesPath = "ScriptEngines"
  535. [MRM]
  536. ;; Enables the Mini Region Modules Script Engine.
  537. ; Enabled = false
  538. ;; Runs MRM in a Security Sandbox
  539. ;; WARNING: DISABLING IS A SECURITY RISK.
  540. ; Sandboxed = true
  541. ;; The level sandbox to use, adjust at your OWN RISK.
  542. ;; Valid values are:
  543. ;; * FullTrust
  544. ;; * SkipVerification
  545. ;; * Execution
  546. ;; * Nothing
  547. ;; * LocalIntranet
  548. ;; * Internet
  549. ;; * Everything
  550. ; SandboxLevel = "Internet"
  551. ;; Only allow Region Owners to run MRMs
  552. ;; May represent a security risk if you disable this.
  553. ; OwnerOnly = true
  554. [FreeSwitchVoice]
  555. ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
  556. ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
  557. ; Enabled = false
  558. ;; You need to load a local service for a standalone, and a remote service
  559. ;; for a grid region. Use one of the lines below, as appropriate
  560. ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
  561. ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
  562. ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
  563. ;; If using a remote connector, specify the server URL
  564. ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
  565. [Groups]
  566. ;# {Enabled} {} {Enable groups?} {true false} false
  567. ;; Enables the groups module
  568. ; Enabled = false
  569. ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {} Default
  570. ;; This is the current groups stub in Region.CoreModules.Avatar.Groups.
  571. ;; All the other settings below only really apply to the Flotsam/SimianGrid
  572. ;; GroupsModule.
  573. ;; This module can use a PHP XmlRpc server from the Flotsam project at
  574. ;; http://code.google.com/p/flotsam/
  575. ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
  576. ; Module = Default
  577. ;# {MessagingEnabled} {Module:GroupsModule} {Is groups messaging enabled?} {true false} true
  578. ; MessagingEnabled = true
  579. ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule} GroupsMessagingModule
  580. ; MessagingModule = GroupsMessagingModule
  581. ;# {ServicesConnectorModule} {Module:GroupsModule} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector} XmlRpcGroupsServicesConnector
  582. ;; Service connectors to the Groups Service as used in the GroupsModule. Select one depending on
  583. ;; whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
  584. ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
  585. ;# {GroupsServerURI} {Module:GroupsModule} {Groups Server URI} {}
  586. ;; URI for the groups services
  587. ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
  588. ;; or http://mygridserver.com:82/Grid/ for SimianGrid
  589. ; GroupsServerURI = ""
  590. ;# {NoticesEnabled} {Module:GroupsModule} {Enable group notices?} {true false} true
  591. ;; Enable Group Notices
  592. ; NoticesEnabled = true
  593. ;; This makes the Groups modules very chatty on the console.
  594. ; DebugEnabled = false
  595. ;; XmlRpc Security settings. These must match those set on your backend
  596. ;; groups service if the service is using these keys
  597. ; XmlRpcServiceReadKey = 1234
  598. ; XmlRpcServiceWriteKey = 1234
  599. [InterestManagement]
  600. ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
  601. ;; This section controls how state updates are prioritized for each client
  602. ;; Valid values are BestAvatarResponsiveness, Time, Distance,
  603. ;; SimpleAngularDistance, FrontBack
  604. ; UpdatePrioritizationScheme = BestAvatarResponsiveness
  605. [MediaOnAPrim]
  606. ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
  607. ;; Enable media on a prim facilities
  608. ; Enabled = true;
  609. [NPC]
  610. ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
  611. ; Enabled = false
  612. [PrimLimitsModule]
  613. ;# {EnforcePrimLimits} {} {Enforce parcel prim limits} {true false} false
  614. ;; Enable parcel prim limits. Off by default to emulate pre-existing behavior.
  615. ; EnforcePrimLimits = false
  616. [Architecture]
  617. ;# {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
  618. ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
  619. ;; uncomment Include-Architecture = "config-include/Standalone.ini"
  620. ;;
  621. ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
  622. ;; that the referenced .ini file goes on to include.
  623. ;;
  624. ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
  625. ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
  626. ;; editing it to set the database and backend services that OpenSim will use.
  627. ;;
  628. ; Include-Architecture = "config-include/Standalone.ini"
  629. ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
  630. ; Include-Architecture = "config-include/Grid.ini"
  631. ; Include-Architecture = "config-include/GridHypergrid.ini"
  632. ; Include-Architecture = "config-include/SimianGrid.ini"
  633. ; Include-Architecture = "config-include/HyperSimianGrid.ini"