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1 root 1 ;; This is the main configuration file for OpenSimulator.
2 ;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
3 ;; If it's named OpenSim.ini.example then you will need to copy it to
4 ;; OpenSim.ini first (if that file does not already exist)
5 ;;
6 ;; If you are copying, then once you have copied OpenSim.ini.example to
7 ;; OpenSim.ini you will need to pick an architecture in the [Architecture]
8 ;; section at the end of this file.
9 ;;
10 ;; The settings in this file are in the form "<key> = <value>". For example,
11 ;; save_crashes = false in the [Startup] section below.
12 ;;
13 ;; All settings are initially commented out and the default value used, as
14 ;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
15 ;; deleting the initial semicolon (;) and then change the value. This will
16 ;; override the value in OpenSimDefaults.ini
17 ;;
18 ;; If you want to find out what configuration OpenSimulator has finished with
19 ;; once all the configuration files are loaded then type "config show" on the
20 ;; region console command line.
21 ;;
22 ;;
23 ;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
24 ;;
25 ;; All leading white space is ignored, but preserved.
26 ;;
27 ;; Double semicolons denote a text comment
28 ;;
29 ;; ;# denotes a configuration directive description
30 ;; formatted as:
31 ;; {option} {depends on} {question to ask} {choices} default value
32 ;; Any text comments following the declaration, up to the next blank line.
33 ;; will be copied to the generated file (NOTE: generation is not yet
34 ;; implemented)
35 ;;
36 ;; A * in the choices list will allow an empty entry.
37 ;; An empty question will set the default if the dependencies are
38 ;; satisfied.
39 ;;
40 ;; ; denotes a commented out option.
41 ;; Any options added to OpenSim.ini.example should be initially commented
42 ;; out.
43  
44  
45 [Startup]
46 ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
47 ;; Console prompt
48 ;; Certain special characters can be used to customize the prompt
49 ;; Currently, these are
50 ;; \R - substitute region name
51 ;; \\ - substitute \
52 ; ConsolePrompt = "Region (\R) "
53  
54 ;# {save_crashes} {} {Save crashes to disk?} {true false} false
55 ;; Set this to true if you want to log crashes to disk
56 ;; this can be useful when submitting bug reports.
57 ;; However, this will only log crashes within OpenSimulator that cause the
58 ;; entire program to exit
59 ;; It will not log crashes caused by virtual machine failures, which
60 ;; includes mono and ODE failures.
61 ;; You will need to capture these native stack traces by recording the
62 ;; session log itself.
63 ; save_crashes = false
64  
65 ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
66 ;; Directory to save crashes to if above is enabled
67 ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
68 ; crash_dir = "crashes"
69  
70 ;# {PIDFile} {} {Path to PID file?} {}
71 ;; Place to create a PID file
72 ; PIDFile = "/tmp/my.pid"
73  
74 ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
75 ;; Determine where OpenSimulator looks for the files which tell it
76 ;; which regions to server
77 ;; Default is "filesystem"
78 ; region_info_source = "filesystem"
79 ; region_info_source = "web"
80  
81 ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
82 ;; Determines where the region XML files are stored if you are loading
83 ;; these from the filesystem.
84 ;; Defaults to bin/Regions in your OpenSimulator installation directory
85 ; regionload_regionsdir="C:\somewhere\xmlfiles\"
86  
87 ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
88 ;; Determines the page from which regions xml is retrieved if you are
89 ;; loading these from the web.
90 ;; The XML here has the same format as it does on the filesystem
91 ;; (including the <Root> tag), except that everything is also enclosed
92 ;; in a <Regions> tag.
93 ; regionload_webserver_url = "http://example.com/regions.xml";
94  
95 ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
96 ;; Allow the simulator to start up if there are no region configuration available
97 ;; from the selected region_info_source.
98 ; allow_regionless = false
99  
100 ;# {MaxPrimUndos} {} {Maximum number of undos avialable for position, rotation and scale changes of each prim} {} 20
101 ;; Increasing the number of undos available number will increase memory usage.
102 MaxPrimUndos = 20
103  
104 ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
105 ;; Minimum size for non-physical prims. Affects resizing of existing
106 ;; prims. This can be overriden in the region config file (as
107 ;; NonPhysicalPrimMin!).
108 ; NonPhysicalPrimMin = 0.001
109  
110 ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
111 ;; Maximum size for non-physical prims. Affects resizing of existing
112 ;; prims. This can be overriden in the region config file (as
113 ;; NonPhysicalPrimMax!).
114 ; NonPhysicalPrimMax = 256
115  
116 ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 10
117 ;; Maximum size where a prim can be physical. Affects resizing of
118 ;; existing prims. This can be overriden in the region config file.
119 ; PhysicalPrimMin = 0.01
120  
121 ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10
122 ;; Maximum size where a prim can be physical. Affects resizing of
123 ;; existing prims. This can be overriden in the region config file.
124 ; PhysicalPrimMax = 10
125  
126 ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
127 ;; If a viewer attempts to rez a prim larger than the non-physical or
128 ;; physical prim max, clamp the dimensions to the appropriate maximum
129 ;; This can be overriden in the region config file.
130 ; ClampPrimSize = false
131  
132 ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
133 ;; Maximum number of prims allowable in a linkset. Affects creating new
134 ;; linksets. Ignored if less than or equal to zero.
135 ;; This can be overriden in the region config file.
136 ; LinksetPrims = 0
137  
138 ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
139 ;; Allow scripts to keep running when they cross region boundaries, rather
140 ;; than being restarted. State is reloaded on the destination region.
141 ;; This only applies when crossing to a region running in a different
142 ;; simulator.
143 ;; For crossings where the regions are on the same simulator the script is
144 ;; always kept running.
145 ; AllowScriptCrossing = true
146  
147 ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
148 ;; Allow compiled script binary code to cross region boundaries.
149 ;; If you set this to "true", any region that can teleport to you can
150 ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
151 ;; YOU HAVE BEEN WARNED!!!
152 TrustBinaries = false
153  
154 ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content!)} {true false} false
155 ;; Combine all contiguous regions into one large megaregion
156 ;; Order your regions from South to North, West to East in your regions.ini
157 ;; and then set this to true
158 ;; Warning! Don't use this with regions that have existing content!,
159 ;; This will likely break them
160 ; CombineContiguousRegions = false
161  
162 ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
163 ;; If you have only one region in an instance, or to avoid the many bugs
164 ;; that you can trigger in modules by restarting a region, set this to
165 ;; true to make the entire instance exit instead of restarting the region.
166 ;; This is meant to be used on systems where some external system like
167 ;; Monit will restart any instance that exits, thereby making the shutdown
168 ;; into a restart.
169 InworldRestartShutsDown = true
170  
171 ;; Persistence of changed objects happens during regular sweeps. The
172 ;; following control that behaviour to prevent frequently changing objects
173 ;; from heavily loading the region data store.
174 ;; If both of these values are set to zero then persistence of all changed
175 ;; objects will happen on every sweep.
176  
177 ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
178 ;; Objects will be considered for persistance in the next sweep when they
179 ;; have not changed for this number of seconds.
180 ; MinimumTimeBeforePersistenceConsidered = 60
181  
182 ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
183 ;; Objects will always be considered for persistance in the next sweep
184 ;; if the first change occurred this number of seconds ago.
185 ; MaximumTimeBeforePersistenceConsidered = 600
186  
187 ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
188 ;; if you would like to allow prims to be physical and move by physics
189 ;; with the physical checkbox in the client set this to true.
190 ; physical_prim = true
191  
192 ;; Select a mesher here.
193 ;;
194 ;; Meshmerizer properly handles complex prims by using triangle meshes.
195 ;; Note that only the ODE physics engine currently deals with meshed
196 ;; prims in a satisfactory way.
197  
198 ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
199 ;; ZeroMesher is faster but leaves the physics engine to model the mesh
200 ;; using the basic shapes that it supports.
201 ;; Usually this is only a box.
202 ;; Default is Meshmerizer
203 ; meshing = Meshmerizer
204 ; meshing = ZeroMesher
205  
206 ;; Choose one of the physics engines below
207 ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine
208 ;; OpenDynamicsEngine is by some distance the most developed physics engine
209 ;; BulletSim is experimental and in active development.
210 ;; basicphysics effectively does not model physics at all, making all
211 ;; objects phantom.
212 ;; Default is OpenDynamicsEngine
213 ; physics = OpenDynamicsEngine
214 physics = BulletSim
215 ; physics = basicphysics
216 ; physics = POS
217  
218 ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
219 ;; Default script engine to use. Currently, we only have XEngine
220 ; DefaultScriptEngine = "XEngine"
221  
222 ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
223 ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
224 ;; required
225 ; HttpProxy = "http://proxy.com:8080"
226  
227 ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
228 ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
229 ;; list of regular expressions for URLs that you don't want to go through
230 ;; the proxy.
231 ;; For example, servers inside your firewall.
232 ;; Separate patterns with a ';'
233 ; HttpProxyExceptions = ".mydomain.com;localhost"
234  
235 ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
236 ;; The email module requires some configuration. It needs an SMTP
237 ;; server to send mail through.
238 ; emailmodule = DefaultEmailModule
239  
240 ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
241 ;; SpawnPointRouting adjusts the landing for incoming avatars.
242 ;; "closest" will place the avatar at the SpawnPoint located in the closest
243 ;; available spot to the destination (typically map click/landmark).
244 ;; "random" will place the avatar on a randomly selected spawnpoint;
245 ;; "sequence" will place the avatar on the next sequential SpawnPoint
246 ; SpawnPointRouting = closest
247  
248 ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
249 ;; TelehubAllowLandmark allows users with landmarks to override telehub
250 ;; routing and land at the landmark coordinates when set to true
251 ;; default is false
252 ; TelehubAllowLandmark = false
253  
254  
255 [AccessControl]
256 ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
257 ;; Bar (|) separated list of viewers which may gain access to the regions.
258 ;; One can use a substring of the viewer name to enable only certain
259 ;; versions
260 ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
261 ;; - "Imprudence" has access
262 ;; - "Imprudence 1.3" has access
263 ;; - "Imprudence 1.3.1" has no access
264 ; AllowedClients =
265  
266 ;# {BannedClients} {} {Bar (|) separated list of banned clients} {}
267 ;; Bar (|) separated list of viewers which may not gain access to the regions.
268 ;; One can use a Substring of the viewer name to disable only certain
269 ;; versions
270 ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
271 ;; - "Imprudence" has no access
272 ;; - "Imprudence 1.3" has no access
273 ;; - "Imprudence 1.3.1" has access
274 ; BannedClients =
275  
276  
277 [Map]
278 ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
279 ;; Map tile options.
280 ;; If true, then maptiles are generated using the MapImageModule below.
281 ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overriden
282 ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
283 ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
284 ; GenerateMaptiles = true
285  
286 ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
287 ;; The module to use in order to generate map images.
288 ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
289 ;; generate better images.
290 ;MapImageModule = "MapImageModule"
291  
292 ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
293 ;; If desired, a running region can update the map tiles periodically
294 ;; to reflect building activity. This names no sense of you don't have
295 ;; prims on maptiles. Value is in seconds.
296 ; MaptileRefresh = 0
297  
298 ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
299 ;; If not generating maptiles, use this static texture asset ID
300 ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
301  
302 ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
303 ;; Use terrain texture for maptiles if true, use shaded green if false
304 ; TextureOnMapTile = true
305  
306 ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
307 ;; Draw objects on maptile. This step might take a long time if you've
308 ;; got a large number of objects, so you can turn it off here if you'd like.
309 ; DrawPrimOnMapTile = true
310  
311  
312 [Permissions]
313 ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
314 ;; Permission modules to use, separated by comma.
315 ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
316 ; permissionmodules = DefaultPermissionsModule
317  
318 ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
319 ;; These are the parameters for the default permissions module
320 ;;
321 ;; If set to false, then, in theory, the server never carries out
322 ;; permission checks (allowing anybody to copy
323 ;; any item, etc. This may not yet be implemented uniformally.
324 ;; If set to true, then all permissions checks are carried out
325 ; serverside_object_permissions = true
326  
327 ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
328 ;; This allows users with a UserLevel of 200 or more to assume god
329 ;; powers in the regions in this simulator.
330 allow_grid_gods = true
331  
332 ;; This allows some control over permissions
333 ;; please note that this still doesn't duplicate SL, and is not intended to
334 ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
335 ;; Allow region owners to assume god powers in their regions
336 region_owner_is_god = true
337  
338 ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
339 ;; Allow region managers to assume god powers in regions they manage
340 ; region_manager_is_god = false
341  
342 ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
343 ;; Allow parcel owners to assume god powers in their parcels
344 ; parcel_owner_is_god = true
345  
346 ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
347 ;; More control over permissions
348 ;; This is definitely not SL!
349 ;; Provides a simple control for land owners to give build rights to
350 ;; specific avatars in publicly accessible parcels that disallow object
351 ;; creation in general.
352 ;; Owners specific avatars by adding them to the Access List of the parcel
353 ;; without having to use the Groups feature
354 ; simple_build_permissions = false
355  
356  
357 [Estates]
358 ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
359 ; If these values are uncommented then they will be used to create a default estate as necessary.
360 ; New regions will be automatically assigned to that default estate.
361  
362 ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
363 ;; Name for the default estate
364 ; DefaultEstateName = My Estate
365  
366 ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
367 ;; Name for default estate owner
368 ; DefaultEstateOwnerName = FirstName LastName
369  
370  
371 ; ** Standalone Estate Settings **
372 ; The following parameters will only be used on a standalone system to
373 ; create an estate owner that does not already exist
374  
375 ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
376 ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
377 ;; UUID will be assigned. This is normally what you want
378 ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
379  
380 ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
381 ;; Email address for the default estate owner
382 ; DefaultEstateOwnerEMail = owner@domain.com
383  
384 ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
385 ;; Password for the default estate owner
386 ; DefaultEstateOwnerPassword = password
387  
388  
389 [SMTP]
390 ;; The SMTP server enabled the email module to send email to external
391 ;; destinations.
392  
393 ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
394 ;; Enable sending email via SMTP
395 ; enabled = false
396  
397 ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
398 ; internal_object_host = lsl.opensim.local
399  
400 ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
401 ; host_domain_header_from = "127.0.0.1"
402  
403 ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
404 ; email_pause_time = 20
405  
406 ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
407 ; email_max_size = 4096
408  
409 ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
410 ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
411  
412 ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
413 ; SMTP_SERVER_PORT = 25
414  
415 ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
416 ; SMTP_SERVER_LOGIN = ""
417  
418 ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
419 ; SMTP_SERVER_PASSWORD = ""
420  
421  
422 [Network]
423 ;# {ConsoleUser} {} {User name for console account} {}
424 ;; Configure the remote console user here. This will not actually be used
425 ;; unless you use -console=rest at startup.
426 ; ConsoleUser = "admin"
427 ;# {ConsolePass} {} {Password for console account} {}
428 ; ConsolePass = "opensim"
429 ;# {console_port} {} {Port for console connections} {} 0
430 ; console_port = 10000
431  
432 ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
433 ;; Simulator HTTP port. This is not the region port, but the port the
434 ;; entire simulator listens on. This port uses the TCP protocol, while
435 ;; the region ports use UDP.
436 ; http_listener_port = 9000
437  
438 ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
439 ;; Hostname to use in llRequestURL/llRequestSecureURL
440 ;; if not defined - default machine name is being used
441 ;; (on Windows this mean NETBIOS name - useably only inside local network)
8 vero 442 ExternalHostNameForLSL = "192.168.0.1"
1 root 443  
444 ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
445 ;; What is reported as the "X-Secondlife-Shard"
446 ;; Defaults to the user server url if not set
447 ;; The old default is "OpenSim", set here for compatibility
448 ;; The below is not commented for compatibility.
449 shard = "OpenSim"
450  
451 ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
452 ;; What is reported as the "User-Agent" when using llHTTPRequest
453 ;; Defaults to not sent if not set here. See the notes section in the wiki
454 ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
455 ;; " (Mozilla Compatible)" to the text where there are problems with a
456 ;; web server
457 ; user_agent = "OpenSim LSL (Mozilla Compatible)"
458  
459  
460 [XMLRPC]
461 ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
462 ;; If enabled and set to XmlRpcRouterModule, this will post an event,
463 ;; "xmlrpc_uri(string)" to the script concurrently with the first
464 ;; remote_data event. This will contain the fully qualified URI an
465 ;; external site needs to use to send XMLRPC requests to that script
466 ;;
467 ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
468 ;; will be registered with an external service via a configured uri
469 ;XmlRpcRouterModule = "XmlRpcRouterModule"
470  
471 ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
472 ;XmlRpcPort = 20800
473  
474 ;# {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
475 ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
476 ;; will use this address to register xmlrpc channels on the external
477 ;; service
478 ; XmlRpcHubURI = http://example.com
479  
480  
481 [ClientStack.LindenUDP]
482 ;; See OpensSimDefaults.ini for the throttle options. You can copy the
483 ;; relevant sections and override them here.
484 ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
485 ;; with the next update!
486  
487 ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
488 ;; Quash and remove any light properties from attachments not on the
489 ;; hands. This allows flashlights and lanterns to function, but kills
490 ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
491 ;; will also be affected.
492 ;; This is especially important in artistic builds that depend on lights
493 ;; on the build for their appearance, since facelights will cause the
494 ;; building's lights to possibly not be rendered.
495 ; DisableFacelights = "false"
496  
497  
498 [ClientStack.LindenCaps]
499 ;; For the long list of capabilities, see OpenSimDefaults.ini
500 ;; Here are the few ones you may want to change. Possible values
501 ;; are:
502 ;; "" -- empty, capability disabled
503 ;; "localhost" -- capability enabled and served by the simulator
504 ;; "<url>" -- capability enabled and served by some other server
505 ;;
506 ; These are enabled by default to localhost. Change if you see fit.
507 Cap_GetTexture = "localhost"
508 Cap_GetMesh = "localhost"
509 Cap_AvatarPickerSearch = "localhost"
510  
511 ; This is disabled by default. Change if you see fit. Note that
512 ; serving this cap from the simulators may lead to poor performace.
513 Cap_WebFetchInventoryDescendents = ""
514  
515  
516 [SimulatorFeatures]
517 ;# {MapImageServerURI} {} {URL for the map server} {}
518 ; Experimental new information sent in SimulatorFeatures cap for Kokua
519 ; viewers
520 ; meant to override the MapImage and search server url given at login, and varying
521 ; on a sim-basis.
522 ; Viewers that don't understand it, will ignore it
523 ;MapImageServerURI = "http://127.0.0.1:9000/"
524 ;# {SearchServerURI} {} {URL of the search server} {}
525 ;SearchServerURI = "http://127.0.0.1:9000/"
526  
527  
528 [Chat]
529 ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
530 ;; Distance in meters that whispers should travel.
531 ; whisper_distance = 10
532  
533 ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
534 ;; Distance in meters that ordinary chat should travel.
535 ; say_distance = 20
536  
537 ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
538 ;; Distance in meters that shouts should travel.
539 ; shout_distance = 100
540  
541  
542 [EntityTransfer]
543 ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
544 ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
545 ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
546 DisableInterRegionTeleportCancellation = true
547  
548  
549 [Messaging]
550 ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
551 ;; Module to handle offline messaging. The core module requires an external
552 ;; web service to do this. See OpenSim wiki.
553 ;OfflineMessageModule = OfflineMessageModule
554 ;; Or, alternatively, use this one, which works for both standalones and grids
555 OfflineMessageModule = "Offline Message Module V2"
556  
557 ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
558 ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
559 ; OfflineMessageURL = http://yourserver/Offline.php or http://yourrobustserver:8003
560  
561 ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
562 ;; For standalones, this is the storage dll.
563 StorageProvider = OpenSim.Data.MySQL.dll
564  
565 ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
566 ;; Mute list handler (not yet implemented). MUST BE SET to allow offline
567 ;; messages to work
568 ; MuteListModule = MuteListModule
569  
570 ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
571 ;; URL of the web service that serves mute lists. Not currently used, but
572 ;; must be set to allow offline messaging to work.
573 ; MuteListURL = http://yourserver/Mute.php
574  
575 ;; Control whether group invites and notices are stored for offline users.
576 ;; Default is true.
577 ;; This applies to both core groups module.
578 ForwardOfflineGroupMessages = true
579  
580  
581 [ODEPhysicsSettings]
582 ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
583 ;; Do we want to mesh sculpted prim to collide like they look?
584 ;; If you are seeing sculpt texture decode problems
585 ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
586 ;; then you might want to try setting this to false.
587 ; mesh_sculpted_prim = true
588  
589 ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false
590 ;; If you would like physics joints to be enabled through a special naming
591 ;; convention in the client, set this to true.
592 ;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
593 ; use_NINJA_physics_joints = false
594  
595  
596 [RemoteAdmin]
597 ;; This is the remote admin module, which uses XMLRPC requests to
598 ;; manage regions from a web interface.
599  
600 ;# {enabled} {} {Enable the remote admin interface?} {true false} false
601 enabled = true
602  
603 ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
604 ;; Set this to a nonzero value to have remote admin use a different port
605 port = 10000
606  
607 ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
608 ;; This password is required to make any XMLRPC call (should be set as
609 ;; the "password" parameter)
610 access_password = "opensim"
611  
612 ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
613 ;; List the IP addresses allowed to call RemoteAdmin
614 ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
615 ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
616 access_ip_addresses = 127.0.0.1
617  
618 ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
619 ;; set this variable to true if you want the create_region XmlRpc
620 ;; call to unconditionally enable voice on all parcels for a newly
621 ;; created region
622 create_region_enable_voice = true
623  
624 ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
625 ;; set this variable to false if you want the create_region XmlRpc
626 ;; call to create all regions as private per default (can be
627 ;; overridden in the XmlRpc call)
628 create_region_public = true
629  
630 ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
631 ;; enable only those methods you deem to be appropriate using a | delimited
632 ;; whitelist.
633 ;; For example:
634 ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
635 ;; if this parameter is not specified but enabled = true, all methods
636 ;; will be available
637 enabled_methods = all
638  
639 ;; specify the default appearance for an avatar created through the remote
640 ;; admin interface
641 ;; This will only take effect is the file specified by the
642 ;; default_appearance setting below exists
4 vero 643 default_male = Default Male
644 default_female = Default Female
1 root 645  
646 ;; Update appearance copies inventory items and wearables of default
647 ;; avatars. if this value is false, just worn assets are copied to the
648 ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
649 ;; The receiver will wear the same items the default avatar did wear.
650 copy_folders = true
651  
652 ;; Path to default appearance XML file that specifies the look of the
653 ;; default avatars
654 default_appearance = default_appearance.xml
655  
656  
657 [Wind]
658 ;# {enabled} {} {Enable wind module?} {true false} true
659 ;; Enables the wind module.
660 enabled = true
661  
662 ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
663 ;; How often should wind be updated, as a function of world frames.
664 ;; Approximately 50 frames a second
665 wind_update_rate = 150
666  
667 ;; The Default Wind Plugin to load
668 wind_plugin = SimpleRandomWind
669  
670 ;; These settings are specific to the ConfigurableWind plugin
671 ;; To use ConfigurableWind as the default, simply change wind_plugin
672 ;; to ConfigurableWind and uncomment the following.
673 avg_strength = 5.0
674 avg_direction = 0.0
675 var_strength = 5.0
676 var_direction = 30.0
677 rate_change = 1.0
678  
679 ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
680 ;; This setting is specific to the SimpleRandomWind plugin
681 ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
682 strength = 1.0
683  
684  
685 [LightShare]
686 ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
687 ;; This enables the transmission of Windlight scenes to supporting clients,
688 ;; such as the Meta7 viewer.
689 ;; It has no ill effect on viewers which do not support server-side
690 ;; windlight settings.
691 enable_windlight = true
692  
693  
694 [DataSnapshot]
695 ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
696 ;; The following set of configs pertains to search.
697 ;; Set index_sims to true to enable search engines to index your
698 ;; searchable data.
699 ;; If false, no data will be exposed, DataSnapshot module will be off,
700 ;; and you can ignore the rest of these search-related configs.
701 ; index_sims = false
702  
703 ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
704 ;; The variable data_exposure controls what the regions expose:
705 ;; minimum: exposes only things explicitly marked for search
706 ;; all: exposes everything
707 ; data_exposure = minimum
708  
709 ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
710 ;; If search is on, change this to your grid name; will be ignored for
711 ;; standalones
712 ; gridname = "OSGrid"
713  
714 ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
715 ;; Period between data snapshots, in seconds. 20 minutes, for starters,
716 ;; so that you see the initial changes fast.
717 ;; Later, you may want to increase this to 3600 (1 hour) or more
718 ; default_snapshot_period = 1200
719  
720 ;; This will be created in bin, if it doesn't exist already. It will hold
721 ;; the data snapshots.
722 ; snapshot_cache_directory = "DataSnapshot"
723  
724 ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
725 ; This semicolon-separated string serves to notify specific data services
726 ; about the existence of this sim. Uncomment if you want to index your
727 ; data with this and/or other search providers.
728 ; data_services="http://server.com/cgi-bin/register.py"
729  
730  
731 [Economy]
732 ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
733 ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
734 ; There is no intention to implement anything further in core OpenSimulator.
735 ; This functionality has to be provided by third party modules.
736  
737 ;; Enables selling things for $0. Default is true.
738 ; SellEnabled = true
739  
740 ;# {PriceUpload} {} {Price for uploading?} {} 0
741 ;; Money Unit fee to upload textures, animations etc. Default is 0.
742 ; PriceUpload = 0
743  
744 ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
745 ;; Money Unit fee to create groups. Default is 0.
746 ; PriceGroupCreate = 0
747  
748  
749 [XEngine]
750 ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
751 ;; Enable this engine in this OpenSim instance
752 ; Enabled = true
753  
754 ;; How many threads to keep alive even if nothing is happening
755 ; MinThreads = 2
756  
757 ;; How many threads to start at maximum load
758 ; MaxThreads = 100
759  
760 ;; Time a thread must be idle (in seconds) before it dies
761 ; IdleTimeout = 60
762  
763 ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
764 ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
765 ;; "Highest")
766 Priority = "Normal"
767  
768 ;; Maximum number of events to queue for a script (excluding timers)
769 ; MaxScriptEventQueue = 300
770  
771 ;; Stack size per script engine thread in bytes.
772 ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
773 ;; The trade-off may be increased memory usage by the script engine.
774 ; ThreadStackSize = 262144
775  
776 ;; Set this to true (the default) to load each script into a separate
777 ;; AppDomain.
778 ;;
779 ;; Setting this to false will load all script assemblies into the
780 ;; current AppDomain, which will significantly improve script loading times.
781 ;; It will also reduce initial per-script memory overhead.
782 ;;
783 ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
784 ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
785 ;; Some Windows users have also reported script loading problems when AppDomainLoading = false
786 AppDomainLoading = true
787  
788 ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
789 ;; co-op will be more stable but this option is currently experimental.
790 ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
791 ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
792 ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
793 ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
794 ;; Current valid values are "abort" and "co-op"
795 ScriptStopStrategy = co-op
796  
797  
798 ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
799 ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
800 ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
801 ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
802 ;; by scripts have changed.
803 DeleteScriptsOnStartup = true
804  
805 ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
806 ;; Default language for scripts
807 DefaultCompileLanguage = "lsl"
808  
809 ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
810 ;; List of allowed languages (lsl,vb,cs)
811 ;; AllowedCompilers=lsl,cs,js,vb.
812 ;; *warning*, non lsl languages have access to static methods such as
813 ;; System.IO.File. Enable at your own risk.
814 AllowedCompilers = "lsl"
815  
816 ;; Compile debug info (line numbers) into the script assemblies
817 ; CompileWithDebugInformation = true
818  
819 ;; Allow the user of mod* functions. This allows a script to pass messages
820 ;; to a region module via the modSendCommand() function
821 ;; Default is false
822 AllowMODFunctions = false
823  
824 ;# {AllowOSFunctions} {Enabled:true} {Allow OSFunctions? (DANGEROUS!)} {true false} false
825 ;; Allow the use of os* functions (some are dangerous)
826 AllowOSFunctions = true
827  
828 ;# {AllowLightShareFunctions} {Enabled:false [LightShare]enable_windlight:true} {Allow LightShare functions?} {true false} false
829 ; Allow the use of LightShare functions.
830 ; The setting enable_windlight = true must also be enabled in the [LightShare] section.
831 AllowLightShareFunctions = true
832  
833 ;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow
834 ;; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
835 ;; See http://opensimulator.org/wiki/Threat_level for more information on these levels.
836 ;; We do not recommend that use set a general level above Low unless you have a high level of trust
837 ;; in all the users that can run scripts in your simulator. It is safer to explicitly
838 ;; allow certain types of user to run higher threat level OSSL functions, as detailed later on.
839 OSFunctionThreatLevel = Severe
840  
841 ; OS Functions enable/disable
842 ; For each function, you can add one line, as shown
843 ; The default for all functions allows them if below threat level
844  
845 ; true allows the use of the function unconditionally
846 ; Allow_osSetRegionWaterHeight = true
847  
848 ; false disables the function completely
849 ; Allow_osSetRegionWaterHeight = false
850  
851 ; Comma separated list of UUIDS allows the function for that list of UUIDS
852 ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
853  
854 ; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
855 ; - PARCEL_GROUP_MEMBER: allow if the object group is the same group as the parcel
856 ; - PARCEL_OWNER: allow if the object owner is the parcel owner
857 ; - ESTATE_MANAGER: allow if the object owner is an estate manager
858 ; - ESTATE_OWNER: allow if the object owner is the estate owner
859 ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...
860 Allow_osGetAgentIP = ESTATE_OWNER
861 Allow_osGetAgents = true
862 Allow_osKickAgent = PARCEL_GROUP_MEMBER
863 Allow_osTeleportAgent = PARCEL_GROUP_MEMBER
864 Allow_osCauseDamage = PARCEL_GROUP_MEMBER
865 Allow_osCauseHealing = PARCEL_GROUP_MEMBER
866 Allow_osGetHealth = PARCEL_GROUP_MEMBER
867 Allow_osGetAgents = PARCEL_GROUP_MEMBER
868 Allow_osGetSimulatorVersion = PARCEL_GROUP_MEMBER
869 Allow_osTeleportAgent = PARCEL_GROUP_MEMBER
870 Allow_osAvatarName2Key = true
871 Allow_osGetNotecard = true
872 Allow_osGetNotecardLine = true
873 Allow_osGetNumberOfNotecardLines = true
874 Allow_osMakeNotecard = true
875 Allow_osNpcCreate = PARCEL_GROUP_MEMBER
876 Allow_osNpcMoveTo = PARCEL_GROUP_MEMBER
877 Allow_osNpcMoveToTarget = PARCEL_GROUP_MEMBER
878 Allow_osNpcStopMoveToTarget = PARCEL_GROUP_MEMBER
879 Allow_osNpcSetRot = PARCEL_GROUP_MEMBER
880 Allow_osNpcGetRot = PARCEL_GROUP_MEMBER
881 Allow_osNpcGetPos = PARCEL_GROUP_MEMBER
882 Allow_osNpcRemove = PARCEL_GROUP_MEMBER
883 Allow_osNpcSay = PARCEL_GROUP_MEMBER
884 Allow_osNpcWhisper = PARCEL_GROUP_MEMBER
885 Allow_osNpcTouch = PARCEL_GROUP_MEMBER
886 Allow_osNpcIsNpc = PARCEL_GROUP_MEMBER
887 Allow_osNpcGetOwner = PARCEL_GROUP_MEMBER
888 Allow_osNpcSit = PARCEL_GROUP_MEMBER
889 Allow_osNpcStand = PARCEL_GROUP_MEMBER
890 Allow_osOwnerSaveAppearance = PARCEL_GROUP_MEMBER
891 Allow_osNpcLoadAppearance = PARCEL_GROUP_MEMBER
892 Allow_osNpcSaveAppearance = PARCEL_GROUP_MEMBER
893 Allow_osAvatarPlayAnimation = PARCEL_GROUP_MEMBER
894 Allow_osAvatarStopSnimation = PARCEL_GROUP_MEMBER
895 Allow_osMessageObject = PARCEL_GROUP_MEMBER
896 Allow_osGetRezzingAgent = PARCEL_GROUP_MEMBER
897 Allow_osIsUUID = true
898 Allow_osListenRegex = PARCEL_GROUP_MEMBER
899 Allow_osMessageAttachments = PARCEL_GROUP_MEMBER
900 Allow_osMovePen = true
901 Allow_osDrawLine = true
902 Allow_osDrawText = true
903 Allow_osDrawEllipse = true
904 Allow_osDrawRectangle = true
905 Allow_osDrawFilledRectangle = true
906 Allow_osDrawPolygon = true
907 Allow_osDrawFilledPolygon = true
908 Allow_osDrawImage = true
909 Allow_osGetDrawStringSize = true
910 Allow_osSetFontName = true
911 Allow_osSetFontSize = true
912 Allow_osSetPenSize = true
913 Allow_osSetPenColor = true
914 Allow_osSetPenCap = true
915 Allow_osSetDynamicTextureData = true
916 Allow_osSetDynamicTextureDataBlend = true
917 Allow_osSetDynamicTextureDataBlendFace = true
918 Allow_osSetDynamicTextureURL = true
919 Allow_osSetDynamicTextureURLBlend = true
920 Allow_osSetDynamicTextureURLBlendFace = true
921 Allow_osParcelJoin = PARCEL_OWNER
922 Allow_osParcelSubdivide = PARCEL_OWNER
923 Allow_osSetParcelDetails = PARCEL_OWNER
924 Allow_osGetTerrainHeight = PARCEL_OWNER
925 Allow_osSetTerrainHeight = PARCEL_OWNER
926 Allow_osTerrainFlush = PARCEL_OWNER
927 Allow_osSetTerrainTeture = PARCEL_OWNER
928 Allow_osSetTerrainTextureHeight = PARCEL_OWNER
929 Allow_osSetRegionWaterHeight = ESTATE_OWNER
930 Allow_osSetRegionSunSettings = ESTATE_OWNER
931 Allow_osSetEstateSunSettings = ESTATE_OWNER
932 Allow_osGetCurrentSunHour = ESTATE_OWNER
933 Allow_osGetSunParam = ESTATE_OWNER
934 Allow_osSetSunParam = ESTATE_OWNER
935 Allow_osWindActiveModelPluginName = ESTATE_OWNER
936 Allow_osGetWindParam = ESTATE_OWNER
937 Allow_osSetWindParam = ESTATE_OWNER
938 Allow_osGetGridName = ESTATE_OWNER
939 Allow_osGetGridNick = ESTATE_OWNER
940 Allow_osGetGridLoginURI = ESTATE_OWNER
941 Allow_osGetGridHomeURI = ESTATE_OWNER
942 Allow_osGetGridGatekeeperURI = ESTATE_OWNER
943 Allow_osGetGridCustom = ESTATE_OWNER
944 Allow_osGetScriptEngineName = ESTATE_OWNER
945 Allow_osGetSimulatorVersion = ESTATE_OWNER
946 Allow_osGetSimulatorMemory = ESTATE_OWNER
947 Allow_osGetMapTexture = ESTATE_OWNER
948 Allow_osGetRegionMapTexture = ESTATE_OWNER
949 Allow_osGetRegionStats = ESTATE_OWNER
950 Allow_osLoadedCreationDate = ESTATE_OWNER
951 Allow_osLoadedCreationTime = ESTATE_OWNER
952 Allow_osLoadedCreationID = ESTATE_OWNER
953 Allow_osGetPhysicsEngineType = ESTATE_OWNER
954 Allow_osRegionNotice = ESTATE_OWNER
955 Allow_osRegionRestart = ESTATE_OWNER
956 Allow_osConsoleCommand = ESTATE_OWNER
957 Allow_osSetParcelMediaURL = PARCEL_GROUP_MEMBER
958 Allow_osSetPrimFloatOnWater = ESTATE_OWNER
959 Allow_osSetParcelSIPAddress = PARCEL_GROUP_MEMBER
960 Allow_osSetStateEvents = ESTATE_OWNER
961 Allow_osList2Double = true
962 Allow_osKey2Name = true
963 Allow_osFormatString = true
964 Allow_osMatchString = true
965 Allow_osUnixTimeToTimestamp = true
966 Allow_osParseJSON = true
967 Allow_osParseJSONNew = true
968 Allow_osMax = true
969 Allow_osMin = true
970 Allow_osRegexIsMatch = true
971 Allow_osReplaceString = true
972 Allow_osSetContentType = true
973  
974 ; You can also use script creators as the uuid
975 ; Creators_osSetRegionWaterHeight = <uuid>, ...
976  
977 ; If both Allow_ and Creators_ are given, effective permissions
978 ; are the union of the two.
979  
980 ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
981 ;; Time a script can spend in an event handler before it is interrupted
982 ; EventLimit = 30
983  
984 ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
985 ;; If a script overruns it's event limit, kill the script?
986 KillTimedOutScripts = false
987  
988 ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
989 ;; Sets the multiplier for the scripting delays
990 ; ScriptDelayFactor = 1.0
991  
992 ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
993 ;; The factor the 10 m distances limits are multiplied by
994 ; ScriptDistanceLimitFactor = 1.0
995  
996 ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
997 ;; Maximum length of notecard line read
998 ;; Increasing this to large values potentially opens
999 ;; up the system to malicious scripters
1000 ; NotecardLineReadCharsMax = 255
1001  
1002 ;# {SensorMaxRange} {} {Sensor range} {} 96.0
1003 ;; Sensor settings
1004 ; SensorMaxRange = 96.0
1005 ;# {SensorMaxResults} {} {Max sensor results returned?} {}
1006 ; SensorMaxResults = 16
1007  
1008 ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
1009 ;; Disable underground movement of prims (default true); set to
1010 ;; false to allow script controlled underground positioning of
1011 ;; prims
1012 ; DisableUndergroundMovement = true
1013  
1014 ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
1015 ;; Path to script engine assemblies
1016 ;; Default is ./bin/ScriptEngines
1017 ; ScriptEnginesPath = "ScriptEngines"
1018  
1019  
1020 [MRM]
1021 ;; Enables the Mini Region Modules Script Engine.
1022 Enabled = true
1023  
1024 ;; Runs MRM in a Security Sandbox
1025 ;; WARNING: DISABLING IS A SECURITY RISK.
1026 Sandboxed = true
1027  
1028 ;; The level sandbox to use, adjust at your OWN RISK.
1029 ;; Valid values are:
1030 ;; * FullTrust
1031 ;; * SkipVerification
1032 ;; * Execution
1033 ;; * Nothing
1034 ;; * LocalIntranet
1035 ;; * Internet
1036 ;; * Everything
1037 SandboxLevel = "Internet"
1038  
1039 ;; Only allow Region Owners to run MRMs
1040 ;; May represent a security risk if you disable this.
1041 OwnerOnly = true
1042  
2 eva 1043 [VivoxVoice]
1044 enabled = false
1045 vivox_server = www.osp.vivox.com
1046 vivox_sip_uri = osp.vivox.com
1047 vivox_admin_user = vivoxuser
1048 vivox_admin_password = vivoxpassword
1 root 1049  
1050 [FreeSwitchVoice]
1051 ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
1052 ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
1053 ; Enabled = false
1054  
1055 ;; You need to load a local service for a standalone, and a remote service
1056 ;; for a grid region. Use one of the lines below, as appropriate
1057 ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
1058 ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
1059 ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
1060  
1061 ;; If using a remote connector, specify the server URL
1062 ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
1063  
1064  
1065 [Groups]
1066 ;# {Enabled} {} {Enable groups?} {true false} false
1067 ;; Enables the groups module
1068 Enabled = true
1069  
1070 ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
1071 ;; Minimum user level required to create groups
1072 LevelGroupCreate = 0
1073  
1074 ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
1075 ;; The default module can use a PHP XmlRpc server from the Flotsam project at
1076 ;; http://code.google.com/p/flotsam/
1077 ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
1078 ; Module = Default
1079 ;; or... use Groups Module V2, which works for standalones and robust grids
1080 Module = "Groups Module V2"
1081  
1082 ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
1083 StorageProvider = OpenSim.Data.MySQL.dll
1084  
1085 ;# {ServicesConnectorModule} {Module:GroupsModule Module:Groups Module V2} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector "Groups Local Service Connector" "Groups Remote Service Connector" "Groups HG Service Connector"} XmlRpcGroupsServicesConnector
1086 ;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
1087 ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
1088 ;; -- for Simian Groups use SimianGroupsServicesConnector
1089 ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
1090 ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
1091 ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
1092 ;; Note that the quotes "" around the words are important!
1093 ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
1094 ServicesConnectorModule = "Groups HG Service Connector"
1095  
1096 ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
1097 ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
1098 LocalService = local
1099  
1100 ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
1101 ;; URI for the groups services of this grid
1102 ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
1103 ;; or http://mygridserver.com:82/Grid/ for SimianGrid
1104 ;; or http:://mygridserver.com:8003 for robust, V2
1105 ;; Leave it commented for standalones, V2
8 vero 1106 ;GroupsServerURI = "http://192.168.0.1:9000"
1 root 1107  
1108 ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
1109 ;; Used for V2 in HG only. For example
1110 ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
1111 ;; If you have this set under [Startup], no need to set it here, leave it commented
8 vero 1112 ;HomeURI = "http://192.168.0.1:9000"
1 root 1113  
1114 ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
1115 MessagingEnabled = true
1116  
1117 ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
1118 ; MessagingModule = GroupsMessagingModule
1119 ;; or use V2 for Groups V2
1120 MessagingModule = "Groups Messaging Module V2"
1121  
1122 ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
1123 ;; Enable Group Notices
1124 NoticesEnabled = true
1125  
1126 ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
1127 ; Experimental option to only message online users rather than all users
1128 ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
1129 ; Applies Flotsam Group only. V2 has this always on, no other option
1130 MessageOnlineUsersOnly = true
1131  
1132 ;; This makes the Groups modules very chatty on the console.
1133 ; DebugEnabled = true
1134  
1135 ;; XmlRpc Security settings. These must match those set on your backend
1136 ;; groups service if the service is using these keys
1137 ; XmlRpcServiceReadKey = 1234
1138 ; XmlRpcServiceWriteKey = 1234
1139  
1140  
1141 [InterestManagement]
1142 ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
1143 ;; This section controls how state updates are prioritized for each client
1144 ;; Valid values are BestAvatarResponsiveness, Time, Distance,
1145 ;; SimpleAngularDistance, FrontBack
1146 ; UpdatePrioritizationScheme = BestAvatarResponsiveness
1147  
1148  
1149 [MediaOnAPrim]
1150 ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
1151 ;; Enable media on a prim facilities
1152 ; Enabled = true;
1153  
1154  
1155 [NPC]
1156 ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
1157 Enabled = true
1158  
1159  
1160 [Terrain]
1161 ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
1162 InitialTerrain = "flat"
1163  
1164  
1165 [UserProfiles]
1166 ;# {ProfileURL} {} {Set url to UserProfilesService} {}
1167 ;; Set the value of the url to your UserProfilesService
1168 ;; If un-set / "" the module is disabled
1169 ;; ProfileServiceURL = http://127.0.0.1:8002
1170  
1171  
1172 [Architecture]
1173 ;# {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
1174 ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
1175 ;; uncomment Include-Architecture = "config-include/Standalone.ini"
1176 ;;
1177 ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
1178 ;; that the referenced .ini file goes on to include.
1179 ;;
1180 ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
1181 ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
1182 ;; editing it to set the database and backend services that OpenSim will use.
1183 ;;
1184  
1185 ;Include-Architecture = "config-include/Standalone.ini"
1186 Include-Architecture = "config-include/StandaloneHypergrid.ini"
1187 ; Include-Architecture = "config-include/Grid.ini"
1188 ; Include-Architecture = "config-include/GridHypergrid.ini"
1189 ; Include-Architecture = "config-include/SimianGrid.ini"
1190 ; Include-Architecture = "config-include/HyperSimianGrid.ini"