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- ;; This is the main configuration file for OpenSimulator.
- ;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
- ;; If it's named OpenSim.ini.example then you will need to copy it to
- ;; OpenSim.ini first (if that file does not already exist)
- ;;
- ;; Once you have copied OpenSim.ini.example to OpenSim.ini you will at least
- ;; need to set the constants in the [Const] section and pick an architecture
- ;; in the [Architecture] section at the end of this file. The architecture
- ;; will require a suitable .ini file in the config-include directory, either
- ;; StandaloneCommon.ini or GridCommon.ini which you can copy and modify from the
- ;; available .example files.
- ;;
- ;; The settings in this file are in the form "<key> = <value>". For example,
- ;; save_crashes = false in the [Startup] section below.
- ;;
- ;; All settings are initially commented out and the default value used, as
- ;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
- ;; deleting the initial semicolon (;) and then change the value. This will
- ;; override the value in OpenSimDefaults.ini
- ;;
- ;; If you want to find out what configuration OpenSimulator has finished with
- ;; once all the configuration files are loaded then type "config show" on the
- ;; region console command line.
- ;;
- ;;
- ;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
- ;;
- ;; All leading white space is ignored, but preserved.
- ;;
- ;; Double semicolons denote a text comment
- ;;
- ;; ;# denotes a configuration directive description
- ;; formatted as:
- ;; {option} {depends on} {question to ask} {choices} default value
- ;; Any text comments following the declaration, up to the next blank line.
- ;; will be copied to the generated file (NOTE: generation is not yet
- ;; implemented)
- ;;
- ;; A * in the choices list will allow an empty entry.
- ;; An empty question will set the default if the dependencies are
- ;; satisfied.
- ;;
- ;; ; denotes a commented out option.
- ;; Any options added to OpenSim.ini.example should be initially commented
- ;; out.
- [Const]
- ; this section defines constants for grid services
- ; to simplify other configuration files default settings
- ;# {BaseHostname} {} {BaseHostname} {"example.com" "127.0.0.1"} "127.0.0.1"
- BaseHostname = "127.0.0.1"
- ;# {BaseURL} {} {BaseURL} {"http://${Const|BaseHostname}} "http://${Const|BaseHostname}"
- BaseURL = http://${Const|BaseHostname}
- ; If you run a grid, several services should not be availble to world, access to them should be blocked on firewall
- ; PrivatePort should closed at the firewall.
- ;# {PublicPort} {} {PublicPort} {8002 9000} "8002"
- PublicPort = "8002"
- ; you can also have them on a diferent url / IP
- ;# {PrivURL} {} {PrivURL} {"http://${Const|BaseURL}} "${Const|BaseURL}"
- PrivURL = ${Const|BaseURL}
- ;grid default private port 8003, not used in standalone
- ;# {PrivatePort} {} {PrivatePort} {8003} "8003"
- ; port to access private grid services.
- ; grids that run all their regions should deny access to this port
- ; from outside their networks, using firewalls
- PrivatePort = "8003"
- [Startup]
- ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
- ;; Console prompt
- ;; Certain special characters can be used to customize the prompt
- ;; Currently, these are
- ;; \R - substitute region name
- ;; \\ - substitute \
- ; ConsolePrompt = "Region (\R) "
- ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
- ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
- ; ConsoleHistoryFileEnabled = true
- ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
- ;; The history file can be just a filename (relative to OpenSim's bin/ directory
- ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
- ; ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
- ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
- ;; How many lines of command history should we keep? (default is 100)
- ; ConsoleHistoryFileLines = 100
- ;# {ConsoleHistoryTimeStamp} {} {Time stamp commands in history file} {} false
- ;; Time stamp commands in history file (default false)
- ; ConsoleHistoryTimeStamp = false
-
- ;# {save_crashes} {} {Save crashes to disk?} {true false} false
- ;; Set this to true if you want to log crashes to disk
- ;; this can be useful when submitting bug reports.
- ;; However, this will only log crashes within OpenSimulator that cause the
- ;; entire program to exit
- ;; It will not log crashes caused by virtual machine failures, which
- ;; includes mono and ODE failures.
- ;; You will need to capture these native stack traces by recording the
- ;; session log itself.
- ; save_crashes = false
- ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
- ;; Directory to save crashes to if above is enabled
- ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
- ; crash_dir = "crashes"
- ;# {PIDFile} {} {Path to PID file?} {}
- ;; Place to create a PID file
- ; PIDFile = "/tmp/OpenSim.exe.pid"
- ;# {RegistryLocation} {} {Addins Registry Location} {}
- ; Set path to directory for addin registry if you want addins outside of bin.
- ; Information about the registered repositories and installed plugins will
- ; be stored here. The OpenSim.exe process must have R/W access to the location.
- ; RegistryLocation = "."
- ;# {ConfigDirectory} {} {Set path to directory for modular ini files} {}
- ; Used by region module addins. You can set this to outside bin, so that addin
- ; configurations will survive updates. The OpenSim.exe process must have R/W access
- ; to the location.
- ; ConfigDirectory = "."
- ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
- ;; Determine where OpenSimulator looks for the files which tell it
- ;; which regions to server
- ;; Default is "filesystem"
- ; region_info_source = "filesystem"
- ; region_info_source = "web"
- ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
- ;; Determines where the region XML files are stored if you are loading
- ;; these from the filesystem.
- ;; Defaults to bin/Regions in your OpenSimulator installation directory
- ; regionload_regionsdir="C:\somewhere\xmlfiles\"
- ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
- ;; Determines the page from which regions xml is retrieved if you are
- ;; loading these from the web.
- ;; The XML here has the same format as it does on the filesystem
- ;; (including the <Root> tag), except that everything is also enclosed
- ;; in a <Regions> tag.
- ; regionload_webserver_url = "http://example.com/regions.xml"
- ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
- ;; Allow the simulator to start up if there are no region configuration available
- ;; from the selected region_info_source.
- ; allow_regionless = false
- ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
- ;; Minimum size for non-physical prims. Affects resizing of existing
- ;; prims. This can be overridden in the region config file (as
- ;; NonPhysicalPrimMin!).
- ; NonPhysicalPrimMin = 0.001
- ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
- ;; Maximum size for non-physical prims. Affects resizing of existing
- ;; prims. This can be overridden in the region config file (as
- ;; NonPhysicalPrimMax!).
- ; NonPhysicalPrimMax = 256
- ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
- ;; Minimum size where a prim can be physical. Affects resizing of
- ;; existing prims. This can be overridden in the region config file.
- ; PhysicalPrimMin = 0.01
- ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
- ;; Maximum size where a prim can be physical. Affects resizing of
- ;; existing prims. This can be overridden in the region config file.
- ; PhysicalPrimMax = 64
- ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
- ;; If a viewer attempts to rez a prim larger than the non-physical or
- ;; physical prim max, clamp the dimensions to the appropriate maximum
- ;; This can be overridden in the region config file.
- ; ClampPrimSize = false
- ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
- ;; Maximum number of prims allowable in a linkset. Affects creating new
- ;; linksets. Ignored if less than or equal to zero.
- ;; This can be overridden in the region config file.
- ; LinksetPrims = 0
- ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
- ;; Allow scripts to keep running when they cross region boundaries, rather
- ;; than being restarted. State is reloaded on the destination region.
- ;; This only applies when crossing to a region running in a different
- ;; simulator.
- ;; For crossings where the regions are on the same simulator the script is
- ;; always kept running.
- ; AllowScriptCrossing = true
- ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
- ;; Allow compiled script binary code to cross region boundaries.
- ;; If you set this to "true", any region that can teleport to you can
- ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
- ;; YOU HAVE BEEN WARNED!!!
- ; TrustBinaries = false
- ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
- ;; If you have only one region in an instance, or to avoid the many bugs
- ;; that you can trigger in modules by restarting a region, set this to
- ;; true to make the entire instance exit instead of restarting the region.
- ;; This is meant to be used on systems where some external system like
- ;; Monit will restart any instance that exits, thereby making the shutdown
- ;; into a restart.
- ; InworldRestartShutsDown = false
- ;; Persistence of changed objects happens during regular sweeps. The
- ;; following control that behaviour to prevent frequently changing objects
- ;; from heavily loading the region data store.
- ;; If both of these values are set to zero then persistence of all changed
- ;; objects will happen on every sweep.
- ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
- ;; Objects will be considered for persistance in the next sweep when they
- ;; have not changed for this number of seconds.
- ; MinimumTimeBeforePersistenceConsidered = 60
- ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
- ;; Objects will always be considered for persistance in the next sweep
- ;; if the first change occurred this number of seconds ago.
- ; MaximumTimeBeforePersistenceConsidered = 600
- ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
- ;; if you would like to allow prims to be physical and move by physics
- ;; with the physical checkbox in the client set this to true.
- ; physical_prim = true
- ;; Select a mesher here.
- ;;
- ;; Meshmerizer properly handles complex prims by using triangle meshes.
- ;; Note that only the ODE physics engine currently deals with meshed
- ;; prims in a satisfactory way.
- ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
- ;; ZeroMesher is faster but leaves the physics engine to model the mesh
- ;; using the basic shapes that it supports.
- ;; Usually this is only a box.
- ;; Default is Meshmerizer
- ; meshing = Meshmerizer
- ; meshing = ZeroMesher
- ;; select ubODEMeshmerizer only with ubOde physics engine
- ; meshing = ubODEMeshmerizer
- ;; Choose one of the physics engines below
- ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
- ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
- ;; BulletSim supports varregions.
- ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
- ;; It continues to provide a workable physics implementation. It does not currently support varregions.
- ;; basicphysics effectively does not model physics at all, making all objects phantom.
- ;; Default is BulletSim
- ; physics = OpenDynamicsEngine
- ; physics = BulletSim
- ; physics = basicphysics
- ; physics = POS
- ;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
- ; physics = ubODE
- ; ubODE and OpenDynamicsEngine does allocate a lot of memory on stack. On linux you may need to increase its limit
- ; script opensim-ode-sh starts opensim setting that limit. You may need to increase it even more on large regions
- ; edit the line ulimit -s 262144, and change this last value
- ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
- ;; Default script engine to use (Xengine if all commented)
- ; DefaultScriptEngine = "XEngine"
- ;; ***DANGER***DANGER***
- ;; experimental engine
- ;; see section [YEngine] below
- ; DefaultScriptEngine = "YEngine"
-
- ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
- ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
- ;; required
- ; HttpProxy = "http://proxy.com:8080"
- ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
- ;; 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.
- ;; For example, servers inside your firewall.
- ;; Separate patterns with a ';'
- ; HttpProxyExceptions = ".mydomain.com;localhost"
- ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
- ;; The email module requires some configuration. It needs an SMTP
- ;; server to send mail through.
- ; emailmodule = DefaultEmailModule
- ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
- ;; SpawnPointRouting adjusts the landing for incoming avatars.
- ;; "closest" will place the avatar at the SpawnPoint located in the closest
- ;; available spot to the destination (typically map click/landmark).
- ;; "random" will place the avatar on a randomly selected spawnpoint.
- ;; "sequence" will place the avatar on the next sequential SpawnPoint.
- ; SpawnPointRouting = closest
- ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
- ;; TelehubAllowLandmark allows users with landmarks to override telehub
- ;; routing and land at the landmark coordinates when set to true
- ;; default is false
- ; TelehubAllowLandmark = false
- ;; SSL certificate validation options
- ;; you can allow selfsigned certificates or no official CA with next option set to true
- ;# {NoVerifyCertChain} {} {do not verify SSL Cert Chain} {true false} true
- ; NoVerifyCertChain = true
- ;; you can also bypass the hostname or domain verification
- ;# {NoVerifyCertHostname} {} {do not verify SSL Cert name versus peer name} {true false} true
- ; NoVerifyCertHostname = true
- ;; having both options true does provide encryption but with low security
- ;; set both true if you don't care to use SSL, they are needed to contact regions or grids that do use it.
-
- [AccessControl]
- ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
- ;; Bar (|) separated list of viewers which may gain access to the regions.
- ;; One can use a substring of the viewer name to enable only certain
- ;; versions
- ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
- ;; - "Imprudence" has access
- ;; - "Imprudence 1.3" has access
- ;; - "Imprudence 1.3.1" has no access
- ; AllowedClients = ""
- ;# {DeniedClients} {} {Bar (|) separated list of denied clients} {}
- ;; Bar (|) separated list of viewers which may not gain access to the regions.
- ;; One can use a Substring of the viewer name to disable only certain
- ;; versions
- ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
- ;; - "Imprudence" has no access
- ;; - "Imprudence 1.3" has no access
- ;; - "Imprudence 1.3.1" has access
- ;;
- ; DeniedClients = ""
- [Map]
- ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
- ;; Map tile options.
- ;; If true, then maptiles are generated using the MapImageModule below.
- ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
- ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
- ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
- ; GenerateMaptiles = true
- ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
- ;; The module to use in order to generate map images.
- ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
- ;; generate better images.
- ;MapImageModule = "MapImageModule"
- ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
- ;; If desired, a running region can update the map tiles periodically
- ;; to reflect building activity. This names no sense of you don't have
- ;; prims on maptiles. Value is in seconds.
- ; MaptileRefresh = 0
- ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
- ;; If not generating maptiles, use this static texture asset ID
- ;; This may be overridden on a per region basis in Regions.ini
- ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
- ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
- ;; Use terrain texture for maptiles if true, use shaded green if false
- ; TextureOnMapTile = true
- ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
- ;; Draw objects on maptile. This step might take a long time if you've
- ;; got a large number of objects, so you can turn it off here if you'd like.
- ; DrawPrimOnMapTile = true
- ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
- ;; Texture the faces of the prims that are rendered on the map tiles.
- ; TexturePrims = true
- ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
- ;; Only texture prims that have a diagonal size greater than this number
- ; TexturePrimSize = 48
- ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
- ;; Attempt to render meshes and sculpties on the map.
- ; RenderMeshes = false
- ;# {MapColorWater} {} {Water color for textured and shaded maps} {"#1D475F"}
- ; MapColorWater = "#3399FF"
- ;# {MapColor1} {} {Terrain color 1 for textured maps} {"#A58976"}
- ; MapColor1 = "#A58976"
- ;# {MapColor2} {} {Terrain color 2 for textured maps} {"#455931"}
- ; MapColor2 = "#455931"
- ;# {MapColor3} {} {Terrain color 3 for textured maps} {"#A29A8D"}
- ; MapColor3 = "#A29A8D"
- ;# {MapColor4} {} {Terrain color 4 for textured maps} {"#C8C8C8"}
- ; MapColor4 = "#C8C8C8"
- [Permissions]
- ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
- ;; Permission modules to use, separated by comma.
- ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
- ; permissionmodules = DefaultPermissionsModule
- ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
- ;; These are the parameters for the default permissions module
- ;;
- ;; If set to false, then, in theory, the server never carries out
- ;; permission checks (allowing anybody to copy
- ;; any item, etc. This may not yet be implemented uniformally.
- ;; If set to true, then all permissions checks are carried out
- ; serverside_object_permissions = true
- ; if next 2 are false, several admin powers are only active if god powers requested on viewer
- ; this reduces mistakes
- ; set both to true to enable previous behaviour
- automatic_gods = false
- implicit_gods = false
-
- ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
- ;; This allows users with a UserLevel of 200 or more to assume god
- ;; powers in the regions in this simulator.
- ;; if you don't trust grid admins, what are you doing there?
- allow_grid_gods = true
- ;; This allows some control over permissions
- ;; please note that this still doesn't duplicate SL, and is not intended to
- ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
- ;; Allow region owners to assume god powers in their regions
- ; region_owner_is_god = true
- ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
- ;; Allow region managers to assume god powers in regions they manage
- ; region_manager_is_god = false
- ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
- ;; More control over permissions
- ;; This is definitely not SL!
- ;; Provides a simple control for land owners to give build rights to
- ;; specific avatars in publicly accessible parcels that disallow object
- ;; creation in general.
- ;; Owners specific avatars by adding them to the Access List of the parcel
- ;; without having to use the Groups feature
- ; simple_build_permissions = false
- [Estates]
- ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
- ; If these values are uncommented then they will be used to create a default estate as necessary.
- ; New regions will be automatically assigned to that default estate.
- ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
- ;; Name for the default estate
- ; DefaultEstateName = My Estate
- ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
- ;; Name for default estate owner
- ; DefaultEstateOwnerName = FirstName LastName
- ; ** Standalone Estate Settings **
- ; The following parameters will only be used on a standalone system to
- ; create an estate owner that does not already exist
- ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
- ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
- ;; UUID will be assigned. This is normally what you want
- ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
- ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
- ;; Email address for the default estate owner
- ; DefaultEstateOwnerEMail = [email protected]
- ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
- ;; Password for the default estate owner
- ; DefaultEstateOwnerPassword = password
- [SMTP]
- ;; The SMTP server enabled the email module to send email to external
- ;; destinations.
- ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
- ;; Enable sending email via SMTP
- ; enabled = false
- ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
- ; internal_object_host = lsl.opensim.local
- ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
- ; host_domain_header_from = "127.0.0.1"
- ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
- ; email_pause_time = 20
- ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
- ; email_max_size = 4096
- ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
- ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
- ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
- ; SMTP_SERVER_PORT = 25
- ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
- ; SMTP_SERVER_LOGIN = ""
- ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
- ; SMTP_SERVER_PASSWORD = ""
- [Network]
- ;# {ConsoleUser} {} {User name for console account} {}
- ;; Configure the remote console user here. This will not actually be used
- ;; unless you use -console=rest at startup.
- ; ConsoleUser = "Test"
- ;# {ConsolePass} {} {Password for console account} {}
- ; ConsolePass = "secret"
- ;# {console_port} {} {Port for console connections} {} 0
- ; console_port = 0
- ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
- ;; Simulator HTTP port. This is not the region port, but the port the
- ;; entire simulator listens on. This port uses the TCP protocol, while
- ;; the region ports use UDP.
- ; http_listener_port = 9000
- ; optional main server secure http (ssl)
- ; to use ssl you need a ssl certificate in PKCS12 format that validates the ExternalHostnames
- ; or their domains
- ; some viewers by default only accept certificates signed by a oficial CA
- ; to use others like self signed certificates with those viewers,
- ; their debug option NoVerifySSLCert needs to be set true, You need to inform users about this
- ; the main unsecure port will still open for some services. this may change in future.
-
- ; set http_listener_ssl to enable main server ssl. it will replace unsecure port on most functions
- ;# {http_listener_ssl}{} {enable main server ssl port)} {} false
- ;http_listener_ssl = false
-
- ; Set port for main SSL connections
- ;# {http_listener_sslport}{} {main server ssl port)} {} 9001
- ;http_listener_sslport = 9001 ;
-
- ; currently if using ssl, regions ExternalHostName must the the same and equal to http_listener_cn
- ; this may be removed in future
- ;# {http_listener_cn}{} {main server ssl externalHostName)} {} ""
- ;http_listener_cn = "myRegionsExternalHostName"
- ; the path for the certificate path
- ;# {http_listener_cert_path}{} {main server ssl certificate file path)} {} ""
- ;http_listener_cert_path = "mycert.p12"
-
- ;# {http_listener_cert_pass}{} {main server ssl certificate password)} {} ""
- ;http_listener_cert_pass = "mycertpass" ; the cert passwork
-
- ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
- ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
- ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
- ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
- ; this HTTP calls can also use ssl see opensimDefaults.ini
- ;
- ; You can whitelist individual endpoints by IP or FQDN, e.g.
- ;
- ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
- ;
- ; You can specify multiple addresses by separating them with a bar. For example,
- ;
- ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
- ;
- ; If an address if given without a port number then port 80 is assumed
- ;
- ; You can also specify a network range in CIDR notation to whitelist, e.g.
- ;
- ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
- ;
- ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
- ; To specify an individual IP address use the /32 netmask
- ;
- ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
- ;
- ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation
- ;# {HttpBodyMaxLenMAX} {} {Maximum bytes allowed for HTTP_BODY_MAXLENGTH} {} 16384
- ;; By default, llHTTPRequest limits the response body to 2048 bytes.
- ;; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum
- ;; of HttpBodyMaxLenMAX bytes.
- ;; Please be aware that the limit can be set to insanely high values,
- ;; effectively removing any limitation. This will expose your sim to a
- ;; known attack. It is not recommended to set this limit higher than
- ;; the highest value that is actually needed by existing applications!
- ;; 16384 is the SL compatible value.
- ; HttpBodyMaxLenMAX=16384
- ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
- ;; Hostname to use in llRequestURL/llRequestSecureURL
- ;; if not defined - llRequestURL/llRequestSecureURL are disabled
- ExternalHostNameForLSL = ${Const|BaseHostname}
- ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
- ;; What is reported as the "X-Secondlife-Shard"
- ;; Defaults to the user server url if not set
- ;; The old default is "OpenSim", set here for compatibility
- ;; The below is not commented for compatibility.
- shard = "OpenSim"
- ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
- ;; What is reported as the "User-Agent" when using llHTTPRequest
- ;; Defaults to not sent if not set here. See the notes section in the wiki
- ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
- ;; " (Mozilla Compatible)" to the text where there are problems with a
- ;; web server
- ; user_agent = "OpenSim LSL (Mozilla Compatible)"
- ;; The following 3 variables are for HTTP Basic Authentication for the Robust services.
- ;; Use this if your central services in port 8003 need to be accessible on the Internet
- ;; but you want to protect them from unauthorized access. The username and password
- ;; here need to match the ones in the Robust service configuration.
- ; AuthType = "BasicHttpAuthentication"
- ; HttpAuthUsername = "some_username"
- ; HttpAuthPassword = "some_password"
- ;;
- ;; Any of these 3 variables above can be overriden in any of the service sections.
- [XMLRPC]
- ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
- ;; If enabled and set to XmlRpcRouterModule, this will post an event,
- ;; "xmlrpc_uri(string)" to the script concurrently with the first
- ;; remote_data event. This will contain the fully qualified URI an
- ;; external site needs to use to send XMLRPC requests to that script
- ;;
- ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
- ;; will be registered with an external service via a configured uri
- ;XmlRpcRouterModule = "XmlRpcRouterModule"
- ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
- ;XmlRpcPort = 20800
- ;# {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
- ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
- ;; will use this address to register xmlrpc channels on the external
- ;; service
- ; XmlRpcHubURI = http://example.com
- [ClientStack.LindenUDP]
- ;; See OpensSimDefaults.ini for the throttle options. You can copy the
- ;; relevant sections and override them here.
- ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
- ;; with the next update!
- ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
- ;; Quash and remove any light properties from attachments not on the
- ;; hands. This allows flashlights and lanterns to function, but kills
- ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
- ;; will also be affected.
- ;; This is especially important in artistic builds that depend on lights
- ;; on the build for their appearance, since facelights will cause the
- ;; building's lights to possibly not be rendered.
- ; DisableFacelights = "false"
- [ClientStack.LindenCaps]
- ;; For the long list of capabilities, see OpenSimDefaults.ini
- ;; Here are the few ones you may want to change. Possible values
- ;; are:
- ;; "" -- empty, capability disabled
- ;; "localhost" -- capability enabled and served by the simulator
- ;; "<url>" -- capability enabled and served by some other server
- ;;
- ; These are enabled by default to localhost. Change if you see fit.
- Cap_GetTexture = "localhost"
- Cap_GetMesh = "localhost"
- Cap_AvatarPickerSearch = "localhost"
- Cap_GetDisplayNames = "localhost"
- [SimulatorFeatures]
- ;# {SearchServerURI} {} {URL of the search server} {}
- ;; Optional. If given this serves the same purpose as the grid wide
- ;; [LoginServices] SearchURL setting and will override that where
- ;; supported by viewers.
- ;SearchServerURI = "http://127.0.0.1:9000/"
- ;# {DestinationGuideURI} {} {URL of the destination guide} {}
- ;; Optional. If given this serves the same purpose as the grid wide
- ;; [LoginServices] DestinationGuide setting and will override that where
- ;; supported by viewers.
- ;DestinationGuideURI = "http://127.0.0.1:9000/guide"
- [Chat]
- ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
- ;; Distance in meters that whispers should travel.
- ; whisper_distance = 10
- ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
- ;; Distance in meters that ordinary chat should travel.
- ; say_distance = 20
- ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
- ;; Distance in meters that shouts should travel.
- ; shout_distance = 100
- [EntityTransfer]
- ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
- ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
- ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
- ;DisableInterRegionTeleportCancellation = false
- ;# {LandingPointBehavior} {} {How to honor landing points and telehubs for gods.} {LandingPointBehavior_OS LandingPointBehavior_SL} LandingPointBehavior_OS
- ;; This option exists to control the behavior of teleporting gods into places that have landing points
- ;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for
- ;; avatars with god permissions; SL lets gods land wherever they want.
- ;LandingPointBehavior = LandingPointBehavior_OS
- [Messaging]
- ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
- ;; Module to handle offline messaging. The core module requires an external
- ;; web service to do this. See OpenSim wiki.
- ; OfflineMessageModule = OfflineMessageModule
- ;; Or, alternatively, use this one, which works for both standalones and grids
- ; OfflineMessageModule = "Offline Message Module V2"
- ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
- ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
- ; OfflineMessageURL = ${Const|BaseURL}/Offline.php
- ; OfflineMessageURL = ${Const|BaseURL}:${Const|PrivatePort}
- ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
- ;; For standalones, this is the storage dll.
- ; StorageProvider = OpenSim.Data.MySQL.dll
- ; Mute list handler
- ;# {MuteListModule} {MuteListModule:MuteListModule} {} {} None
- ; Disabled by default
- ; MuteListModule = MuteListModule
- ;; Control whether group invites and notices are stored for offline users.
- ;; Default is true.
- ;; This applies to both core groups module.
- ; ForwardOfflineGroupMessages = true
- [BulletSim]
- ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
- AvatarToAvatarCollisionsByDefault = true
- [ODEPhysicsSettings]
- ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
- ;; Do we want to mesh sculpted prim to collide like they look?
- ;; If you are seeing sculpt texture decode problems
- ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
- ;; then you might want to try setting this to false.
- ; mesh_sculpted_prim = true
- [RemoteAdmin]
- ;; This is the remote admin module, which uses XMLRPC requests to
- ;; manage regions from a web interface.
- ;# {enabled} {} {Enable the remote admin interface?} {true false} false
- ; enabled = false
- ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
- ;; Set this to a nonzero value to have remote admin use a different port
- ; port = 0
- ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
- ;; This password is required to make any XMLRPC call (should be set as
- ;; the "password" parameter)
- ; access_password = ""
- ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
- ;; List the IP addresses allowed to call RemoteAdmin
- ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
- ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
- ; access_ip_addresses =
- ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
- ;; set this variable to true if you want the create_region XmlRpc
- ;; call to unconditionally enable voice on all parcels for a newly
- ;; created region
- ; create_region_enable_voice = false
- ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
- ;; set this variable to false if you want the create_region XmlRpc
- ;; call to create all regions as private per default (can be
- ;; overridden in the XmlRpc call)
- ; create_region_public = false
- ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
- ;; enable only those methods you deem to be appropriate using a | delimited
- ;; whitelist.
- ;; For example:
- ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
- ;; if this parameter is not specified but enabled = true, all methods
- ;; will be available
- ; enabled_methods = all
- ;; specify the default appearance for an avatar created through the remote
- ;; admin interface
- ;; This will only take effect is the file specified by the
- ;; default_appearance setting below exists
- ; default_male = Default Male
- ; default_female = Default Female
- ;; Update appearance copies inventory items and wearables of default
- ;; avatars. if this value is false, just worn assets are copied to the
- ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
- ;; The receiver will wear the same items the default avatar did wear.
- ; copy_folders = false
- ;; Path to default appearance XML file that specifies the look of the
- ;; default avatars
- ; default_appearance = default_appearance.xml
- [Wind]
- ;# {enabled} {} {Enable wind module?} {true false} true
- ;; Enables the wind module.
- ; enabled = true
- ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
- ;; How often should wind be updated, as a function of world frames.
- ;; Approximately 50 frames a second
- ; wind_update_rate = 150
- ;; The Default Wind Plugin to load
- ; wind_plugin = SimpleRandomWind
- ;; These settings are specific to the ConfigurableWind plugin
- ;; To use ConfigurableWind as the default, simply change wind_plugin
- ;; to ConfigurableWind and uncomment the following.
- ; avg_strength = 5.0
- ; avg_direction = 0.0
- ; var_strength = 5.0
- ; var_direction = 30.0
- ; rate_change = 1.0
- ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
- ;; This setting is specific to the SimpleRandomWind plugin
- ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
- ; strength = 1.0
- [LightShare]
- ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
- ;; This enables the transmission of Windlight scenes to supporting clients,
- ;; such as the Meta7 viewer.
- ;; It has no ill effect on viewers which do not support server-side
- ;; windlight settings.
- ; enable_windlight = false
- [Materials]
- ;# {enable_materials} {} {Enable Materials support?} {true false} true
- ;; This enables the use of Materials.
- ; enable_materials = true
- ; MaxMaterialsPerTransaction = 50
- [DataSnapshot]
- ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
- ;; The following set of configs pertains to search.
- ;; Set index_sims to true to enable search engines to index your
- ;; searchable data.
- ;; If false, no data will be exposed, DataSnapshot module will be off,
- ;; and you can ignore the rest of these search-related configs.
- ; index_sims = false
- ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
- ;; The variable data_exposure controls what the regions expose:
- ;; minimum: exposes only things explicitly marked for search
- ;; all: exposes everything
- ; data_exposure = minimum
- ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
- ;; If search is on, change this to your grid name; will be ignored for
- ;; standalones
- ; gridname = "OSGrid"
- ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
- ;; Period between data snapshots, in seconds. 20 minutes, for starters,
- ;; so that you see the initial changes fast.
- ;; Later, you may want to increase this to 3600 (1 hour) or more
- ; default_snapshot_period = 1200
- ;; This will be created in bin, if it doesn't exist already. It will hold
- ;; the data snapshots.
- ; snapshot_cache_directory = "DataSnapshot"
- ;; [Supported, but obsolete]
- ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
- ; This semicolon-separated string serves to notify specific data services
- ; about the existence of this sim. Uncomment if you want to index your
- ; data with this and/or other search providers.
- ; data_services="http://metaverseink.com/cgi-bin/register.py"
- ;; New way of specifying data services, one per service
- ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
- [Economy]
- ; the economy module in use
- ; To use other modules you need to override this setting
- ; economymodule = BetaGridLikeMoneyModule
- ; the url of the economy service.
- ; this must match the grid economy setting (also known as helperURI or CurrencyServer, etc)
- ; economy = https://the.currency.machine.fdqn:port/folder/folder...
- ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
- ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
- ; There is no intention to implement anything further in core OpenSimulator.
- ; This functionality has to be provided by third party modules.
- ;; Enables selling things for $0. Default is true.
- ; SellEnabled = true
- ;# {PriceUpload} {} {Price for uploading?} {} 0
- ;; Money Unit fee to upload textures, animations etc. Default is 0.
- ; PriceUpload = 0
- ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
- ;; Money Unit fee to create groups. Default is 0.
- ; PriceGroupCreate = 0
- [YEngine]
- ;; implements non preemptive microthreading, so fixing problems like llSleep or long events handlers
- ;; but those will suffer from timeslicing, so will be slower.
- ;; warning: scripts state is lost on TP or cross to Xengine regions (cars stop, etc)
- ;; ignore its extensions (subset of original XMRengine), those are still undefined.
- ; Enabled = false
- [XEngine]
- ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
- ;; Enable this engine in this OpenSim instance
- ; Enabled = true
- ;; How many threads to keep alive even if nothing is happening
- ; MinThreads = 2
- ;; How many threads to start at maximum load
- ; MaxThreads = 100
- ;; Time a thread must be idle (in seconds) before it dies
- ; IdleTimeout = 60
- ;; llSetTimerEvent minimum value. Default 0.5s, 0.05s whould be more resonable
- ; MinTimerInterval = 0.5
- ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
- ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
- ;; "Highest")
- ; Priority = "BelowNormal"
- ;; Maximum number of events to queue for a script (excluding timers)
- ; MaxScriptEventQueue = 300
- ;; Stack size per script engine thread in bytes.
- ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
- ;; The trade-off may be increased memory usage by the script engine.
- ; ThreadStackSize = 262144
- ;; Set this to true to load each script into a separate
- ;; AppDomain.
- ;;
- ;; Setting this to false will load all script assemblies into the
- ;; current AppDomain, which will significantly improve script loading times.
- ;; It will also reduce initial per-script memory overhead.
- ;;
- ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
- ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
- ;; at this time some mono versions seem to have problems with the true option
- ;; so default is now false until a fix is found, to simply life of less technical skilled users.
- ;; this should only be a issue if regions stay alive for a long time with lots of scripts added or edited.
- AppDomainLoading = false
- ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
- ;; co-op will be more stable but this option is currently experimental.
- ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
- ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
- ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
- ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
- ;; Current valid values are "abort" and "co-op"
- ; ScriptStopStrategy = co-op
- ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
- ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
- ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
- ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
- ;; by scripts have changed.
- ; DeleteScriptsOnStartup = true
- ;# {CompactMemOnLoad} {} {compacts memory on each script load at startup?} {true false} false
- ;; forces calls to memory garbage collector before loading each script DLL during region startup.
- ;; Peak memory usage is reduced and region starts with a more compacted memory allocation.
- ;; But this costs a lot of time, so region load will take a lot longer.
- ;; it is more usefull if there are no previously compiled scripts DLLs (as with DeleteScriptsOnStartup = true)
- ;CompactMemOnLoad = false
- ;; Compile debug info (line numbers) into the script assemblies
- ; CompileWithDebugInformation = true
- ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section
- ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
- ;; Time a script can spend in an event handler before it is interrupted
- ; EventLimit = 30
- ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
- ;; If a script overruns it's event limit, kill the script?
- ; KillTimedOutScripts = false
- ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
- ;; Sets the multiplier for the scripting delays
- ; ScriptDelayFactor = 1.0
- ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
- ;; The factor the 10 m distances limits are multiplied by
- ; ScriptDistanceLimitFactor = 1.0
- ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
- ;; Maximum length of notecard line read
- ;; Increasing this to large values potentially opens
- ;; up the system to malicious scripters
- ; NotecardLineReadCharsMax = 255
- ;# {SensorMaxRange} {} {Sensor range} {} 96.0
- ;; Sensor settings
- ; SensorMaxRange = 96.0
- ;# {SensorMaxResults} {} {Max sensor results returned?} {}
- ; SensorMaxResults = 16
- ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
- ;; Disable underground movement of prims (default true); set to
- ;; false to allow script controlled underground positioning of
- ;; prims
- ; DisableUndergroundMovement = true
- ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
- ;; Path to script engine assemblies
- ;; Default is ./bin/ScriptEngines
- ; ScriptEnginesPath = "ScriptEngines"
- [OSSL]
- ;# {Include-osslDefaultEnable} {} {Include file for enabling and permissions for OSSL functions} {}
- ;; If this INI file is not included, the OSSL functions are disabled.
- Include-osslDefaultEnable = "config-include/osslDefaultEnable.ini"
- [FreeSwitchVoice]
- ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
- ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
- ; Enabled = false
- ;; You need to load a local service for a standalone, and a remote service
- ;; for a grid region. Use one of the lines below, as appropriate
- ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
- ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
- ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
- ;; If using a remote connector, specify the server URL
- ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
- [Groups]
- ;# {Enabled} {} {Enable groups?} {true false} false
- ;; Enables the groups module
- ; Enabled = false
- ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
- ;; Minimum user level required to create groups
- ; LevelGroupCreate = 0
- ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam)} {Default "Groups Module V2"} Default
- ;; The default module can use a PHP XmlRpc server from the Flotsam project at
- ;; http://code.google.com/p/flotsam/
- ; Module = Default
- ;; or... use Groups Module V2, which works for standalones and robust grids
- ; Module = "Groups Module V2"
- ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
- ; StorageProvider = OpenSim.Data.MySQL.dll
- ;# {ServicesConnectorModule} {Module:GroupsModule Module:Groups Module V2} {Service connector to use for groups} {XmlRpcGroupsServicesConnector "Groups Local Service Connector" "Groups Remote Service Connector" "Groups HG Service Connector"} XmlRpcGroupsServicesConnector
- ;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
- ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
- ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
- ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
- ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
- ;; Note that the quotes "" around the words are important!
- ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
- ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
- ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
- ; LocalService = local
- ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
- ;; Used for V2 in Remote only.
- ; SecretKey = ""
- ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
- ;; URI for the groups services of this grid
- ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
- ;; or ${Const|BaseURL}:${Const|PrivatePort} for robust, V2
- ;; Leave it commented for standalones, V2
- ; GroupsServerURI = ""
- ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
- ;; Used for V2 in HG only. For example
- ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
- ;; If you have this set under [Startup], no need to set it here, leave it commented
- ; HomeURI = ""
- ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
- ; MessagingEnabled = true
- ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
- ; MessagingModule = GroupsMessagingModule
- ; or use "Groups Messaging Module V2" for Groups V2
- ; MessagingModule = "Groups Messaging Module V2"
- ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
- ;; Enable Group Notices
- ; NoticesEnabled = true
- ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
- ; Experimental option to only message online users rather than all users
- ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
- ; Applies Flotsam Group only. V2 has this always on, no other option
- ; MessageOnlineUsersOnly = false
- ;; This makes the Groups module very chatty on the console.
- ; DebugEnabled = false
- ; This makes the Group Messaging module very chatty on the console.
- ; DebugMessagingEnabled = false
- ;; XmlRpc Security settings. These must match those set on your backend
- ;; groups service if the service is using these keys
- ; XmlRpcServiceReadKey = 1234
- ; XmlRpcServiceWriteKey = 1234
- [InterestManagement]
- ;; This section controls how state updates are prioritized for each client
-
- ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness SimpleAngularDistance} BestAvatarResponsiveness
- ;; Valid values are BestAvatarResponsiveness and SimpleAngularDistance
- ;; SimpleAngularDistance does use more cpu
- ; UpdatePrioritizationScheme = BestAvatarResponsiveness
- ;; ObjectsCullingByDistance, if true, don't send object updates if outside view range
- ;; currently viewers are also told to delete objects that leave view range
- ;; only avater position is considered, free camera may not see objects
- ;; does increase cpu load
- ; ObjectsCullingByDistance = false
- [MediaOnAPrim]
- ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
- ;; Enable media on a prim facilities
- ; Enabled = true
- [NPC]
- ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
- ; Enabled = false
- ;; several options to control NPCs creation
- ;# {AllowNotOwned} {} {allow NPCs to be created not Owned} {true false} true
- ;; allow NPCs to be created not Owned {true false} default: true
- ; AllowNotOwned = true
- ;# {AllowSenseAsAvatar} {} {allow NPCs to set to be sensed as Avatars} {true false} true
- ;; allow NPCs to set to be sensed as Avatars {true false} default: true
- ; AllowSenseAsAvatar = true
- ;# {AllowCloneOtherAvatars} {} {allow NPCs to created cloning any avatar in region} {true false} true
- ;; allow NPCs to created cloning any avatar in region {true false} default: true
- ; AllowCloneOtherAvatars = true
- ;# {NoNPCGroup} {} {if true NPCs will have no group title, if false display "- NPC -"} {true false} true
- ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
- ; NoNPCGroup = true
- [Terrain]
- ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
- ; InitialTerrain = "pinhead-island"
- [LandManagement]
- ;; set this to false to not display parcel ban lines
- ;ShowParcelBansLines = true
- [UserProfiles]
- ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
- ;; Set the value of the url to your UserProfilesService
- ;; If un-set / "" the module is disabled
- ;; ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}
- ;# {AllowUserProfileWebURLs} {} {allow user profiles web urls} {true false} true
- ;; set this to false to prevent your users to be sent to unknown
- ;; web sites by other users on their profiles
- ; AllowUserProfileWebURLs = true
- [XBakes]
- ;# {URL} {} {Set URL for Baked texture service} {}
- ;; Sets the URL for the baked texture ROBUST service.
- ;; Disabled when unset.
- ;; URL = ${Const|BaseURL}:${Const|PrivatePort}
- ;;
- ;; Optional module to highlight God names in the viewer.
- ;; Uncomment and customize appropriately if you want this behavior.
- ;;
- ;[GodNames]
- ; Enabled = false
- ; FullNames = "Test User, Foo Bar"
- ; Surnames = "Kryztlsk"
- [Architecture]
- ;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini} config-include/Standalone.ini
- ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
- ;; uncomment Include-Architecture = "config-include/Standalone.ini"
- ;;
- ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
- ;; that the referenced .ini file goes on to include.
- ;;
- ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
- ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
- ;; editing it to set the database and backend services that OpenSim will use.
- ;;
- Include-Architecture = "config-include/Standalone.ini"
- ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
- ; Include-Architecture = "config-include/Grid.ini"
- ; Include-Architecture = "config-include/GridHypergrid.ini"
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