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1 vero 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 ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
55 ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
56 ; ConsoleHistoryFileEnabled = true
57  
58 ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
59 ;; The history file can be just a filename (relative to OpenSim's bin/ directory
60 ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
61 ; ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
62  
63 ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
64 ;; How many lines of command history should we keep? (default is 100)
65 ; ConsoleHistoryFileLines = 100
66  
67 ;# {save_crashes} {} {Save crashes to disk?} {true false} false
68 ;; Set this to true if you want to log crashes to disk
69 ;; this can be useful when submitting bug reports.
70 ;; However, this will only log crashes within OpenSimulator that cause the
71 ;; entire program to exit
72 ;; It will not log crashes caused by virtual machine failures, which
73 ;; includes mono and ODE failures.
74 ;; You will need to capture these native stack traces by recording the
75 ;; session log itself.
76 ; save_crashes = false
77  
78 ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
79 ;; Directory to save crashes to if above is enabled
80 ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
81 ; crash_dir = "crashes"
82  
83 ;# {PIDFile} {} {Path to PID file?} {}
84 ;; Place to create a PID file
85 ; PIDFile = "/tmp/OpenSim.exe.pid"
86  
87 ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
88 ;; Determine where OpenSimulator looks for the files which tell it
89 ;; which regions to server
90 ;; Default is "filesystem"
91 ; region_info_source = "filesystem"
92 ; region_info_source = "web"
93  
94 ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
95 ;; Determines where the region XML files are stored if you are loading
96 ;; these from the filesystem.
97 ;; Defaults to bin/Regions in your OpenSimulator installation directory
98 ; regionload_regionsdir="C:\somewhere\xmlfiles\"
99  
100 ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
101 ;; Determines the page from which regions xml is retrieved if you are
102 ;; loading these from the web.
103 ;; The XML here has the same format as it does on the filesystem
104 ;; (including the <Root> tag), except that everything is also enclosed
105 ;; in a <Regions> tag.
106 ; regionload_webserver_url = "http://example.com/regions.xml";
107  
108 ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
109 ;; Allow the simulator to start up if there are no region configuration available
110 ;; from the selected region_info_source.
111 ; allow_regionless = false
112  
113 ;# {MaxPrimUndos} {} {Maximum number of undos avialable for position, rotation and scale changes of each prim} {} 20
114 ;; Increasing the number of undos available number will increase memory usage.
115 MaxPrimUndos = 20
116  
117 ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
118 ;; Minimum size for non-physical prims. Affects resizing of existing
119 ;; prims. This can be overridden in the region config file (as
120 ;; NonPhysicalPrimMin!).
121 ; NonPhysicalPrimMin = 0.001
122  
123 ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
124 ;; Maximum size for non-physical prims. Affects resizing of existing
125 ;; prims. This can be overridden in the region config file (as
126 ;; NonPhysicalPrimMax!).
127 ; NonPhysicalPrimMax = 256
128  
129 ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
130 ;; Minimum size where a prim can be physical. Affects resizing of
131 ;; existing prims. This can be overridden in the region config file.
132 ; PhysicalPrimMin = 0.01
133  
134 ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
135 ;; Maximum size where a prim can be physical. Affects resizing of
136 ;; existing prims. This can be overridden in the region config file.
137 ; PhysicalPrimMax = 64
138  
139 ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
140 ;; If a viewer attempts to rez a prim larger than the non-physical or
141 ;; physical prim max, clamp the dimensions to the appropriate maximum
142 ;; This can be overridden in the region config file.
143 ; ClampPrimSize = false
144  
145 ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
146 ;; Maximum number of prims allowable in a linkset. Affects creating new
147 ;; linksets. Ignored if less than or equal to zero.
148 ;; This can be overridden in the region config file.
149 ; LinksetPrims = 0
150  
151 ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
152 ;; Allow scripts to keep running when they cross region boundaries, rather
153 ;; than being restarted. State is reloaded on the destination region.
154 ;; This only applies when crossing to a region running in a different
155 ;; simulator.
156 ;; For crossings where the regions are on the same simulator the script is
157 ;; always kept running.
158 ; AllowScriptCrossing = true
159  
160 ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
161 ;; Allow compiled script binary code to cross region boundaries.
162 ;; If you set this to "true", any region that can teleport to you can
163 ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
164 ;; YOU HAVE BEEN WARNED!!!
165 ; TrustBinaries = false
166  
167 ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content!)} {true false} false
168 ;; Combine all contiguous regions into one large megaregion
169 ;; Order your regions from South to North, West to East in your regions.ini
170 ;; and then set this to true
171 ;; Warning! Don't use this with regions that have existing content!,
172 ;; This will likely break them
173 ; CombineContiguousRegions = false
174  
175 ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
176 ;; If you have only one region in an instance, or to avoid the many bugs
177 ;; that you can trigger in modules by restarting a region, set this to
178 ;; true to make the entire instance exit instead of restarting the region.
179 ;; This is meant to be used on systems where some external system like
180 ;; Monit will restart any instance that exits, thereby making the shutdown
181 ;; into a restart.
182 ; InworldRestartShutsDown = false
183  
184 ;; Persistence of changed objects happens during regular sweeps. The
185 ;; following control that behaviour to prevent frequently changing objects
186 ;; from heavily loading the region data store.
187 ;; If both of these values are set to zero then persistence of all changed
188 ;; objects will happen on every sweep.
189  
190 ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
191 ;; Objects will be considered for persistance in the next sweep when they
192 ;; have not changed for this number of seconds.
193 ; MinimumTimeBeforePersistenceConsidered = 60
194  
195 ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
196 ;; Objects will always be considered for persistance in the next sweep
197 ;; if the first change occurred this number of seconds ago.
198 ; MaximumTimeBeforePersistenceConsidered = 600
199  
200 ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
201 ;; if you would like to allow prims to be physical and move by physics
202 ;; with the physical checkbox in the client set this to true.
203 ; physical_prim = true
204  
205 ;; Select a mesher here.
206 ;;
207 ;; Meshmerizer properly handles complex prims by using triangle meshes.
208 ;; Note that only the ODE physics engine currently deals with meshed
209 ;; prims in a satisfactory way.
210  
211 ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
212 ;; ZeroMesher is faster but leaves the physics engine to model the mesh
213 ;; using the basic shapes that it supports.
214 ;; Usually this is only a box.
215 ;; Default is Meshmerizer
216 ; meshing = Meshmerizer
217 ; meshing = ZeroMesher
218  
219 ;; Choose one of the physics engines below
220 ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
221 ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
222 ;; BulletSim supports varregions.
223 ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
224 ;; It continues to provide a workable physics implementation. It does not currently support varregions.
225 ;; basicphysics effectively does not model physics at all, making all objects phantom.
226 ;; Default is BulletSim
227 ; physics = OpenDynamicsEngine
228 ; physics = BulletSim
229 ; physics = basicphysics
230 ; physics = POS
231  
232 ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
233 ;; Default script engine to use. Currently, we only have XEngine
234 ; DefaultScriptEngine = "XEngine"
235  
236 ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
237 ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
238 ;; required
239 ; HttpProxy = "http://proxy.com:8080"
240  
241 ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
242 ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
243 ;; list of regular expressions for URLs that you don't want to go through
244 ;; the proxy.
245 ;; For example, servers inside your firewall.
246 ;; Separate patterns with a ';'
247 ; HttpProxyExceptions = ".mydomain.com;localhost"
248  
249 ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
250 ;; The email module requires some configuration. It needs an SMTP
251 ;; server to send mail through.
252 ; emailmodule = DefaultEmailModule
253  
254 ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
255 ;; SpawnPointRouting adjusts the landing for incoming avatars.
256 ;; "closest" will place the avatar at the SpawnPoint located in the closest
257 ;; available spot to the destination (typically map click/landmark).
258 ;; "random" will place the avatar on a randomly selected spawnpoint;
259 ;; "sequence" will place the avatar on the next sequential SpawnPoint
260 ; SpawnPointRouting = closest
261  
262 ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
263 ;; TelehubAllowLandmark allows users with landmarks to override telehub
264 ;; routing and land at the landmark coordinates when set to true
265 ;; default is false
266 ; TelehubAllowLandmark = false
267  
268  
269 [AccessControl]
270 ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
271 ;; Bar (|) separated list of viewers which may gain access to the regions.
272 ;; One can use a substring of the viewer name to enable only certain
273 ;; versions
274 ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
275 ;; - "Imprudence" has access
276 ;; - "Imprudence 1.3" has access
277 ;; - "Imprudence 1.3.1" has no access
278 ; AllowedClients =
279  
280 ;# {BannedClients} {} {Bar (|) separated list of banned clients} {}
281 ;; Bar (|) separated list of viewers which may not gain access to the regions.
282 ;; One can use a Substring of the viewer name to disable only certain
283 ;; versions
284 ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
285 ;; - "Imprudence" has no access
286 ;; - "Imprudence 1.3" has no access
287 ;; - "Imprudence 1.3.1" has access
288 ; BannedClients =
289  
290  
291 [Map]
292 ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
293 ;; Map tile options.
294 ;; If true, then maptiles are generated using the MapImageModule below.
295 ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
296 ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
297 ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
298 ; GenerateMaptiles = true
299  
300 ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
301 ;; The module to use in order to generate map images.
302 ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
303 ;; generate better images.
304 ;MapImageModule = "MapImageModule"
305  
306 ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
307 ;; If desired, a running region can update the map tiles periodically
308 ;; to reflect building activity. This names no sense of you don't have
309 ;; prims on maptiles. Value is in seconds.
310 ; MaptileRefresh = 0
311  
312 ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
313 ;; If not generating maptiles, use this static texture asset ID
314 ;; This may be overridden on a per region basis in Regions.ini
315 ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
316  
317 ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
318 ;; Use terrain texture for maptiles if true, use shaded green if false
319 ; TextureOnMapTile = true
320  
321 ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
322 ;; Draw objects on maptile. This step might take a long time if you've
323 ;; got a large number of objects, so you can turn it off here if you'd like.
324 ; DrawPrimOnMapTile = true
325  
326 ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
327 ;; Texture the faces of the prims that are rendered on the map tiles.
328 ; TexturePrims = true
329  
330 ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
331 ;; Only texture prims that have a diagonal size greater than this number
332 ; TexturePrimSize = 48
333  
334 ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
335 ;; Attempt to render meshes and sculpties on the map
336 ; RenderMeshes = false;
337  
338  
339 [Permissions]
340 ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
341 ;; Permission modules to use, separated by comma.
342 ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
343 ; permissionmodules = DefaultPermissionsModule
344  
345 ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
346 ;; These are the parameters for the default permissions module
347 ;;
348 ;; If set to false, then, in theory, the server never carries out
349 ;; permission checks (allowing anybody to copy
350 ;; any item, etc. This may not yet be implemented uniformally.
351 ;; If set to true, then all permissions checks are carried out
352 ; serverside_object_permissions = true
353  
354 ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
355 ;; This allows users with a UserLevel of 200 or more to assume god
356 ;; powers in the regions in this simulator.
357 ; allow_grid_gods = false
358  
359 ;; This allows some control over permissions
360 ;; please note that this still doesn't duplicate SL, and is not intended to
361 ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
362 ;; Allow region owners to assume god powers in their regions
363 ; region_owner_is_god = true
364  
365 ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
366 ;; Allow region managers to assume god powers in regions they manage
367 ; region_manager_is_god = false
368  
369 ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
370 ;; Allow parcel owners to assume god powers in their parcels
371 ; parcel_owner_is_god = true
372  
373 ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
374 ;; More control over permissions
375 ;; This is definitely not SL!
376 ;; Provides a simple control for land owners to give build rights to
377 ;; specific avatars in publicly accessible parcels that disallow object
378 ;; creation in general.
379 ;; Owners specific avatars by adding them to the Access List of the parcel
380 ;; without having to use the Groups feature
381 ; simple_build_permissions = false
382  
383  
384 [Estates]
385 ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
386 ; If these values are uncommented then they will be used to create a default estate as necessary.
387 ; New regions will be automatically assigned to that default estate.
388  
389 ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
390 ;; Name for the default estate
391 ; DefaultEstateName = My Estate
392  
393 ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
394 ;; Name for default estate owner
395 ; DefaultEstateOwnerName = FirstName LastName
396  
397  
398 ; ** Standalone Estate Settings **
399 ; The following parameters will only be used on a standalone system to
400 ; create an estate owner that does not already exist
401  
402 ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
403 ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
404 ;; UUID will be assigned. This is normally what you want
405 ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
406  
407 ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
408 ;; Email address for the default estate owner
409 ; DefaultEstateOwnerEMail = owner@domain.com
410  
411 ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
412 ;; Password for the default estate owner
413 ; DefaultEstateOwnerPassword = password
414  
415  
416 [SMTP]
417 ;; The SMTP server enabled the email module to send email to external
418 ;; destinations.
419  
420 ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
421 ;; Enable sending email via SMTP
422 ; enabled = false
423  
424 ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
425 ; internal_object_host = lsl.opensim.local
426  
427 ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
428 ; host_domain_header_from = "127.0.0.1"
429  
430 ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
431 ; email_pause_time = 20
432  
433 ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
434 ; email_max_size = 4096
435  
436 ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
437 ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
438  
439 ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
440 ; SMTP_SERVER_PORT = 25
441  
442 ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
443 ; SMTP_SERVER_LOGIN = ""
444  
445 ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
446 ; SMTP_SERVER_PASSWORD = ""
447  
448  
449 [Network]
450 ;# {ConsoleUser} {} {User name for console account} {}
451 ;; Configure the remote console user here. This will not actually be used
452 ;; unless you use -console=rest at startup.
453 ; ConsoleUser = "Test"
454 ;# {ConsolePass} {} {Password for console account} {}
455 ; ConsolePass = "secret"
456 ;# {console_port} {} {Port for console connections} {} 0
457 ; console_port = 0
458  
459 ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
460 ;; Simulator HTTP port. This is not the region port, but the port the
461 ;; entire simulator listens on. This port uses the TCP protocol, while
462 ;; the region ports use UDP.
463 ; http_listener_port = 9000
464  
465 ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
466 ;; Hostname to use in llRequestURL/llRequestSecureURL
467 ;; if not defined - default machine name is being used
468 ;; (on Windows this mean NETBIOS name - useably only inside local network)
469 ; ExternalHostNameForLSL = "127.0.0.1"
470  
471 ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
472 ;; What is reported as the "X-Secondlife-Shard"
473 ;; Defaults to the user server url if not set
474 ;; The old default is "OpenSim", set here for compatibility
475 ;; The below is not commented for compatibility.
476 shard = "OpenSim"
477  
478 ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
479 ;; What is reported as the "User-Agent" when using llHTTPRequest
480 ;; Defaults to not sent if not set here. See the notes section in the wiki
481 ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
482 ;; " (Mozilla Compatible)" to the text where there are problems with a
483 ;; web server
484 ; user_agent = "OpenSim LSL (Mozilla Compatible)"
485  
486 ;; The follow 3 variables are for HTTP Basic Authentication for the Robust services.
487 ;; Use this if your central services in port 8003 need to be accessible on the Internet
488 ;; but you want to protect them from unauthorized access. The username and password
489 ;; here need to match the ones in the Robust service configuration.
490 ; AuthType = "BasicHttpAuthentication"
491 ; HttpAuthUsername = "some_username"
492 ; HttpAuthPassword = "some_password"
493 ;;
494 ;; Any of these 3 variables above can be overriden in any of the service sections.
495  
496  
497 [XMLRPC]
498 ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
499 ;; If enabled and set to XmlRpcRouterModule, this will post an event,
500 ;; "xmlrpc_uri(string)" to the script concurrently with the first
501 ;; remote_data event. This will contain the fully qualified URI an
502 ;; external site needs to use to send XMLRPC requests to that script
503 ;;
504 ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
505 ;; will be registered with an external service via a configured uri
506 ;XmlRpcRouterModule = "XmlRpcRouterModule"
507  
508 ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
509 ;XmlRpcPort = 20800
510  
511 ;# {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
512 ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
513 ;; will use this address to register xmlrpc channels on the external
514 ;; service
515 ; XmlRpcHubURI = http://example.com
516  
517  
518 [ClientStack.LindenUDP]
519 ;; See OpensSimDefaults.ini for the throttle options. You can copy the
520 ;; relevant sections and override them here.
521 ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
522 ;; with the next update!
523  
524 ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
525 ;; Quash and remove any light properties from attachments not on the
526 ;; hands. This allows flashlights and lanterns to function, but kills
527 ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
528 ;; will also be affected.
529 ;; This is especially important in artistic builds that depend on lights
530 ;; on the build for their appearance, since facelights will cause the
531 ;; building's lights to possibly not be rendered.
532 ; DisableFacelights = "false"
533  
534  
535 [ClientStack.LindenCaps]
536 ;; For the long list of capabilities, see OpenSimDefaults.ini
537 ;; Here are the few ones you may want to change. Possible values
538 ;; are:
539 ;; "" -- empty, capability disabled
540 ;; "localhost" -- capability enabled and served by the simulator
541 ;; "<url>" -- capability enabled and served by some other server
542 ;;
543 ; These are enabled by default to localhost. Change if you see fit.
544 Cap_GetTexture = "localhost"
545 Cap_GetMesh = "localhost"
546 Cap_AvatarPickerSearch = "localhost"
547  
548 ; This is disabled by default. Change if you see fit. Note that
549 ; serving this cap from the simulators may lead to poor performace.
550 Cap_WebFetchInventoryDescendents = ""
551  
552  
553 [SimulatorFeatures]
554  
555 ;# {SearchServerURI} {} {URL of the search server} {}
556 ;; This is identical to the Robust LoginService SearchURL setting
557 ;; and will override that value if set here. The Robust setting
558 ;; provides a working default for the grid and setting here is
559 ;; optional.
560 ;SearchServerURI = "http://127.0.0.1:9000/"
561 ;# {DestinationGuideURI} {} {URL of the destination guide} {}
562 ;;
563 ;; This serves the same purpose as the DestinationGuideURI in the
564 ;; LoginService setting in the Robust server. This will override
565 ;; the Robust setting if desired as an option.
566 ;DestinationGuideURI = "http://127.0.0.1:9000/"
567  
568  
569 [Chat]
570 ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
571 ;; Distance in meters that whispers should travel.
572 ; whisper_distance = 10
573  
574 ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
575 ;; Distance in meters that ordinary chat should travel.
576 ; say_distance = 20
577  
578 ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
579 ;; Distance in meters that shouts should travel.
580 ; shout_distance = 100
581  
582  
583 [EntityTransfer]
584 ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
585 ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
586 ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
587 ;DisableInterRegionTeleportCancellation = false
588  
589  
590 [Messaging]
591 ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
592 ;; Module to handle offline messaging. The core module requires an external
593 ;; web service to do this. See OpenSim wiki.
594 ; OfflineMessageModule = OfflineMessageModule
595 ;; Or, alternatively, use this one, which works for both standalones and grids
596 ; OfflineMessageModule = "Offline Message Module V2"
597  
598 ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
599 ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
600 ; OfflineMessageURL = http://yourserver/Offline.php or http://yourrobustserver:8003
601  
602 ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
603 ;; For standalones, this is the storage dll.
604 ; StorageProvider = OpenSim.Data.MySQL.dll
605  
606 ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
607 ;; Mute list handler (not yet implemented). MUST BE SET to allow offline
608 ;; messages to work
609 ; MuteListModule = MuteListModule
610  
611 ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
612 ;; URL of the web service that serves mute lists. Not currently used, but
613 ;; must be set to allow offline messaging to work.
614 ; MuteListURL = http://yourserver/Mute.php
615  
616 ;; Control whether group invites and notices are stored for offline users.
617 ;; Default is true.
618 ;; This applies to both core groups module.
619 ; ForwardOfflineGroupMessages = true
620  
621  
622 [ODEPhysicsSettings]
623 ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
624 ;; Do we want to mesh sculpted prim to collide like they look?
625 ;; If you are seeing sculpt texture decode problems
626 ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
627 ;; then you might want to try setting this to false.
628 ; mesh_sculpted_prim = true
629  
630 ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false
631 ;; If you would like physics joints to be enabled through a special naming
632 ;; convention in the client, set this to true.
633 ;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
634 ; use_NINJA_physics_joints = false
635  
636  
637 [RemoteAdmin]
638 ;; This is the remote admin module, which uses XMLRPC requests to
639 ;; manage regions from a web interface.
640  
641 ;# {enabled} {} {Enable the remote admin interface?} {true false} false
642 ; enabled = false
643  
644 ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
645 ;; Set this to a nonzero value to have remote admin use a different port
646 ; port = 0
647  
648 ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
649 ;; This password is required to make any XMLRPC call (should be set as
650 ;; the "password" parameter)
651 ; access_password = ""
652  
653 ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
654 ;; List the IP addresses allowed to call RemoteAdmin
655 ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
656 ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
657 ; access_ip_addresses =
658  
659 ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
660 ;; set this variable to true if you want the create_region XmlRpc
661 ;; call to unconditionally enable voice on all parcels for a newly
662 ;; created region
663 ; create_region_enable_voice = false
664  
665 ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
666 ;; set this variable to false if you want the create_region XmlRpc
667 ;; call to create all regions as private per default (can be
668 ;; overridden in the XmlRpc call)
669 ; create_region_public = false
670  
671 ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
672 ;; enable only those methods you deem to be appropriate using a | delimited
673 ;; whitelist.
674 ;; For example:
675 ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
676 ;; if this parameter is not specified but enabled = true, all methods
677 ;; will be available
678 ; enabled_methods = all
679  
680 ;; specify the default appearance for an avatar created through the remote
681 ;; admin interface
682 ;; This will only take effect is the file specified by the
683 ;; default_appearance setting below exists
684 ; default_male = Default Male
685 ; default_female = Default Female
686  
687 ;; Update appearance copies inventory items and wearables of default
688 ;; avatars. if this value is false, just worn assets are copied to the
689 ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
690 ;; The receiver will wear the same items the default avatar did wear.
691 ; copy_folders = false
692  
693 ;; Path to default appearance XML file that specifies the look of the
694 ;; default avatars
695 ; default_appearance = default_appearance.xml
696  
697  
698 [Wind]
699 ;# {enabled} {} {Enable wind module?} {true false} true
700 ;; Enables the wind module.
701 ; enabled = true
702  
703 ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
704 ;; How often should wind be updated, as a function of world frames.
705 ;; Approximately 50 frames a second
706 ; wind_update_rate = 150
707  
708 ;; The Default Wind Plugin to load
709 ; wind_plugin = SimpleRandomWind
710  
711 ;; These settings are specific to the ConfigurableWind plugin
712 ;; To use ConfigurableWind as the default, simply change wind_plugin
713 ;; to ConfigurableWind and uncomment the following.
714 ; avg_strength = 5.0
715 ; avg_direction = 0.0
716 ; var_strength = 5.0
717 ; var_direction = 30.0
718 ; rate_change = 1.0
719  
720 ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
721 ;; This setting is specific to the SimpleRandomWind plugin
722 ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
723 ; strength = 1.0
724  
725  
726 [LightShare]
727 ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
728 ;; This enables the transmission of Windlight scenes to supporting clients,
729 ;; such as the Meta7 viewer.
730 ;; It has no ill effect on viewers which do not support server-side
731 ;; windlight settings.
732 ; enable_windlight = false
733  
734  
735 [Materials]
736 ;# {enable_materials} {} {Enable Materials support?} {true false} true
737 ;; This enables the use of Materials.
738 ; enable_materials = true
739  
740  
741 [DataSnapshot]
742 ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
743 ;; The following set of configs pertains to search.
744 ;; Set index_sims to true to enable search engines to index your
745 ;; searchable data.
746 ;; If false, no data will be exposed, DataSnapshot module will be off,
747 ;; and you can ignore the rest of these search-related configs.
748 ; index_sims = false
749  
750 ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
751 ;; The variable data_exposure controls what the regions expose:
752 ;; minimum: exposes only things explicitly marked for search
753 ;; all: exposes everything
754 ; data_exposure = minimum
755  
756 ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
757 ;; If search is on, change this to your grid name; will be ignored for
758 ;; standalones
759 ; gridname = "OSGrid"
760  
761 ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
762 ;; Period between data snapshots, in seconds. 20 minutes, for starters,
763 ;; so that you see the initial changes fast.
764 ;; Later, you may want to increase this to 3600 (1 hour) or more
765 ; default_snapshot_period = 1200
766  
767 ;; This will be created in bin, if it doesn't exist already. It will hold
768 ;; the data snapshots.
769 ; snapshot_cache_directory = "DataSnapshot"
770  
771 ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
772 ; This semicolon-separated string serves to notify specific data services
773 ; about the existence of this sim. Uncomment if you want to index your
774 ; data with this and/or other search providers.
775 ; data_services="http://metaverseink.com/cgi-bin/register.py"
776  
777  
778 [Economy]
779 ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
780 ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
781 ; There is no intention to implement anything further in core OpenSimulator.
782 ; This functionality has to be provided by third party modules.
783  
784 ;; Enables selling things for $0. Default is true.
785 ; SellEnabled = true
786  
787 ;# {PriceUpload} {} {Price for uploading?} {} 0
788 ;; Money Unit fee to upload textures, animations etc. Default is 0.
789 ; PriceUpload = 0
790  
791 ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
792 ;; Money Unit fee to create groups. Default is 0.
793 ; PriceGroupCreate = 0
794  
795  
796 [XEngine]
797 ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
798 ;; Enable this engine in this OpenSim instance
799 ; Enabled = true
800  
801 ;; How many threads to keep alive even if nothing is happening
802 ; MinThreads = 2
803  
804 ;; How many threads to start at maximum load
805 ; MaxThreads = 100
806  
807 ;; Time a thread must be idle (in seconds) before it dies
808 ; IdleTimeout = 60
809  
810 ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
811 ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
812 ;; "Highest")
813 ; Priority = "BelowNormal"
814  
815 ;; Maximum number of events to queue for a script (excluding timers)
816 ; MaxScriptEventQueue = 300
817  
818 ;; Stack size per script engine thread in bytes.
819 ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
820 ;; The trade-off may be increased memory usage by the script engine.
821 ; ThreadStackSize = 262144
822  
823 ;; Set this to true (the default) to load each script into a separate
824 ;; AppDomain.
825 ;;
826 ;; Setting this to false will load all script assemblies into the
827 ;; current AppDomain, which will significantly improve script loading times.
828 ;; It will also reduce initial per-script memory overhead.
829 ;;
830 ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
831 ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
832 ;; Some Windows users have also reported script loading problems when AppDomainLoading = false
833 ; AppDomainLoading = true
834  
835 ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
836 ;; co-op will be more stable but this option is currently experimental.
837 ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
838 ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
839 ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
840 ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
841 ;; Current valid values are "abort" and "co-op"
842 ; ScriptStopStrategy = abort
843  
844  
845 ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
846 ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
847 ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
848 ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
849 ;; by scripts have changed.
850 ; DeleteScriptsOnStartup = true
851  
852 ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
853 ;; Default language for scripts
854 ; DefaultCompileLanguage = "lsl"
855  
856 ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
857 ;; List of allowed languages (lsl,vb,cs)
858 ;; AllowedCompilers=lsl,cs,vb
859 ;; *warning*, non lsl languages have access to static methods such as
860 ;; System.IO.File. Enable at your own risk.
861 ; AllowedCompilers = "lsl"
862  
863 ;; Compile debug info (line numbers) into the script assemblies
864 ; CompileWithDebugInformation = true
865  
866 ;; Allow the user of mod* functions. This allows a script to pass messages
867 ;; to a region module via the modSendCommand() function
868 ;; Default is false
869 ; AllowMODFunctions = false
870  
871 ;# {AllowOSFunctions} {Enabled:true} {Allow OSFunctions? (DANGEROUS!)} {true false} false
872 ;; Allow the use of os* functions (some are dangerous)
873 ; AllowOSFunctions = false
874  
875 ;# {AllowLightShareFunctions} {Enabled:false [LightShare]enable_windlight:true} {Allow LightShare functions?} {true false} false
876 ; Allow the use of LightShare functions.
877 ; The setting enable_windlight = true must also be enabled in the [LightShare] section.
878 ; AllowLightShareFunctions = false
879  
880 ;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow
881 ;; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
882 ;; See http://opensimulator.org/wiki/Threat_level for more information on these levels.
883 ;; We do not recommend that use set a general level above Low unless you have a high level of trust
884 ;; in all the users that can run scripts in your simulator. It is safer to explicitly
885 ;; allow certain types of user to run higher threat level OSSL functions, as detailed later on.
886 OSFunctionThreatLevel = VeryLow
887  
888 ; OS Functions enable/disable
889 ; For each function, you can add one line, as shown
890 ; The default for all functions allows them if below threat level
891  
892 ; true allows the use of the function unconditionally
893 ; Allow_osSetRegionWaterHeight = true
894  
895 ; false disables the function completely
896 ; Allow_osSetRegionWaterHeight = false
897  
898 ; Comma separated list of UUIDS allows the function for that list of UUIDS
899 ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
900  
901 ; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
902 ; - PARCEL_GROUP_MEMBER: allow if the object group is the same group as the parcel
903 ; - PARCEL_OWNER: allow if the object owner is the parcel owner
904 ; - ESTATE_MANAGER: allow if the object owner is an estate manager
905 ; - ESTATE_OWNER: allow if the object owner is the estate owner
906 ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...
907  
908 ; You can also use script creators as the uuid
909 ; Creators_osSetRegionWaterHeight = <uuid>, ...
910  
911 ; If both Allow_ and Creators_ are given, effective permissions
912 ; are the union of the two.
913  
914 ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
915 ;; Time a script can spend in an event handler before it is interrupted
916 ; EventLimit = 30
917  
918 ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
919 ;; If a script overruns it's event limit, kill the script?
920 ; KillTimedOutScripts = false
921  
922 ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
923 ;; Sets the multiplier for the scripting delays
924 ; ScriptDelayFactor = 1.0
925  
926 ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
927 ;; The factor the 10 m distances limits are multiplied by
928 ; ScriptDistanceLimitFactor = 1.0
929  
930 ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
931 ;; Maximum length of notecard line read
932 ;; Increasing this to large values potentially opens
933 ;; up the system to malicious scripters
934 ; NotecardLineReadCharsMax = 255
935  
936 ;# {SensorMaxRange} {} {Sensor range} {} 96.0
937 ;; Sensor settings
938 ; SensorMaxRange = 96.0
939 ;# {SensorMaxResults} {} {Max sensor results returned?} {}
940 ; SensorMaxResults = 16
941  
942 ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
943 ;; Disable underground movement of prims (default true); set to
944 ;; false to allow script controlled underground positioning of
945 ;; prims
946 ; DisableUndergroundMovement = true
947  
948 ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
949 ;; Path to script engine assemblies
950 ;; Default is ./bin/ScriptEngines
951 ; ScriptEnginesPath = "ScriptEngines"
952  
953  
954 [MRM]
955 ;; Enables the Mini Region Modules Script Engine.
956 ; Enabled = false
957  
958 ;; Runs MRM in a Security Sandbox
959 ;; WARNING: DISABLING IS A SECURITY RISK.
960 ; Sandboxed = true
961  
962 ;; The level sandbox to use, adjust at your OWN RISK.
963 ;; Valid values are:
964 ;; * FullTrust
965 ;; * SkipVerification
966 ;; * Execution
967 ;; * Nothing
968 ;; * LocalIntranet
969 ;; * Internet
970 ;; * Everything
971 ; SandboxLevel = "Internet"
972  
973 ;; Only allow Region Owners to run MRMs
974 ;; May represent a security risk if you disable this.
975 ; OwnerOnly = true
976  
977  
978 [FreeSwitchVoice]
979 ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
980 ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
981 ; Enabled = false
982  
983 ;; You need to load a local service for a standalone, and a remote service
984 ;; for a grid region. Use one of the lines below, as appropriate
985 ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
986 ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
987 ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
988  
989 ;; If using a remote connector, specify the server URL
990 ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
991  
992  
993 [Groups]
994 ;# {Enabled} {} {Enable groups?} {true false} false
995 ;; Enables the groups module
996 ; Enabled = false
997  
998 ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
999 ;; Minimum user level required to create groups
1000 ; LevelGroupCreate = 0
1001  
1002 ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
1003 ;; The default module can use a PHP XmlRpc server from the Flotsam project at
1004 ;; http://code.google.com/p/flotsam/
1005 ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
1006 ; Module = Default
1007 ;; or... use Groups Module V2, which works for standalones and robust grids
1008 ; Module = "Groups Module V2"
1009  
1010 ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
1011 ; StorageProvider = OpenSim.Data.MySQL.dll
1012  
1013 ;# {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
1014 ;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
1015 ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
1016 ;; -- for Simian Groups use SimianGroupsServicesConnector
1017 ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
1018 ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
1019 ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
1020 ;; Note that the quotes "" around the words are important!
1021 ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
1022  
1023 ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
1024 ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
1025 ; LocalService = local
1026  
1027 ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
1028 ;; Used for V2 in Remote only.
1029 ; SecretKey = ""
1030  
1031 ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
1032 ;; URI for the groups services of this grid
1033 ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
1034 ;; or http://mygridserver.com:82/Grid/ for SimianGrid
1035 ;; or http:://mygridserver.com:8003 for robust, V2
1036 ;; Leave it commented for standalones, V2
1037 ; GroupsServerURI = ""
1038  
1039 ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
1040 ;; Used for V2 in HG only. For example
1041 ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
1042 ;; If you have this set under [Startup], no need to set it here, leave it commented
1043 ; HomeURI = ""
1044  
1045 ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
1046 ; MessagingEnabled = true
1047  
1048 ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
1049 ; MessagingModule = GroupsMessagingModule
1050 ;; or use V2 for Groups V2
1051 ; MessagingModule = "Groups Messaging Module V2"
1052  
1053 ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
1054 ;; Enable Group Notices
1055 ; NoticesEnabled = true
1056  
1057 ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
1058 ; Experimental option to only message online users rather than all users
1059 ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
1060 ; Applies Flotsam Group only. V2 has this always on, no other option
1061 ; MessageOnlineUsersOnly = false
1062  
1063 ;; This makes the Group module very chatty on the console.
1064 ; DebugEnabled = false
1065  
1066 ; This makes the Group Messaging module very chatty on the console.
1067 ; DebugMessagingEnabled = false
1068  
1069 ;; XmlRpc Security settings. These must match those set on your backend
1070 ;; groups service if the service is using these keys
1071 ; XmlRpcServiceReadKey = 1234
1072 ; XmlRpcServiceWriteKey = 1234
1073  
1074  
1075 [InterestManagement]
1076 ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
1077 ;; This section controls how state updates are prioritized for each client
1078 ;; Valid values are BestAvatarResponsiveness, Time, Distance,
1079 ;; SimpleAngularDistance, FrontBack
1080 ; UpdatePrioritizationScheme = BestAvatarResponsiveness
1081  
1082  
1083 [MediaOnAPrim]
1084 ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
1085 ;; Enable media on a prim facilities
1086 ; Enabled = true;
1087  
1088  
1089 [NPC]
1090 ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
1091 ; Enabled = false
1092  
1093  
1094 [Terrain]
1095 ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
1096 ; InitialTerrain = "pinhead-island"
1097  
1098  
1099 [UserProfiles]
1100 ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
1101 ;; Set the value of the url to your UserProfilesService
1102 ;; If un-set / "" the module is disabled
1103 ;; ProfileServiceURL = http://127.0.0.1:8002
1104  
1105 [XBakes]
1106 ;# {URL} {} {Set URL for Baked texture service} {}
1107 ;; Sets the URL for the baked texture ROBUST service.
1108 ;; Disabled when unset.
1109 ;; URL = http://127.0.0.1:8003
1110  
1111 [Architecture]
1112 ;# {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
1113 ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
1114 ;; uncomment Include-Architecture = "config-include/Standalone.ini"
1115 ;;
1116 ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
1117 ;; that the referenced .ini file goes on to include.
1118 ;;
1119 ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
1120 ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
1121 ;; editing it to set the database and backend services that OpenSim will use.
1122 ;;
1123 ; Include-Architecture = "config-include/Standalone.ini"
1124 ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
1125 ; Include-Architecture = "config-include/Grid.ini"
1126 ; Include-Architecture = "config-include/GridHypergrid.ini"
1127 ; Include-Architecture = "config-include/SimianGrid.ini"
1128 ; Include-Architecture = "config-include/HyperSimianGrid.ini"