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