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3 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 ;# {save_crashes} {} {Save crashes to disk?} {true false} false
55 ;; Set this to true if you want to log crashes to disk
56 ;; this can be useful when submitting bug reports.
57 ;; However, this will only log crashes within OpenSimulator that cause the
58 ;; entire program to exit
59 ;; It will not log crashes caused by virtual machine failures, which
60 ;; includes mono and ODE failures.
61 ;; You will need to capture these native stack traces by recording the
62 ;; session log itself.
63 ; save_crashes = false
64  
65 ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
66 ;; Directory to save crashes to if above is enabled
67 ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
68 ; crash_dir = "crashes"
69  
70 ;# {PIDFile} {} {Path to PID file?} {}
71 ;; Place to create a PID file
72 ; PIDFile = "/tmp/OpenSim.exe.pid"
73  
74 ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
75 ;; Determine where OpenSimulator looks for the files which tell it
76 ;; which regions to server
77 ;; Default is "filesystem"
78 ; region_info_source = "filesystem"
79 ; region_info_source = "web"
80  
81 ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
82 ;; Determines where the region XML files are stored if you are loading
83 ;; these from the filesystem.
84 ;; Defaults to bin/Regions in your OpenSimulator installation directory
85 ; regionload_regionsdir="C:\somewhere\xmlfiles\"
86  
87 ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
88 ;; Determines the page from which regions xml is retrieved if you are
89 ;; loading these from the web.
90 ;; The XML here has the same format as it does on the filesystem
91 ;; (including the <Root> tag), except that everything is also enclosed
92 ;; in a <Regions> tag.
93 ; regionload_webserver_url = "http://example.com/regions.xml";
94  
95 ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
96 ;; Allow the simulator to start up if there are no region configuration available
97 ;; from the selected region_info_source.
98 ; allow_regionless = false
99  
100 ;# {MaxPrimUndos} {} {Maximum number of undos avialable for position, rotation and scale changes of each prim} {} 20
101 ;; Increasing the number of undos available number will increase memory usage.
102 MaxPrimUndos = 20
103  
104 ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
105 ;; Minimum size for non-physical prims. Affects resizing of existing
106 ;; prims. This can be overriden in the region config file (as
107 ;; NonPhysicalPrimMin!).
108 ; NonPhysicalPrimMin = 0.001
109  
110 ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
111 ;; Maximum size for non-physical prims. Affects resizing of existing
112 ;; prims. This can be overriden in the region config file (as
113 ;; NonPhysicalPrimMax!).
114 ; NonPhysicalPrimMax = 256
115  
116 ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 10
117 ;; Maximum size where a prim can be physical. Affects resizing of
118 ;; existing prims. This can be overriden in the region config file.
119 ; PhysicalPrimMin = 0.01
120  
121 ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10
122 ;; Maximum size where a prim can be physical. Affects resizing of
123 ;; existing prims. This can be overriden in the region config file.
124 ; PhysicalPrimMax = 10
125  
126 ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
127 ;; If a viewer attempts to rez a prim larger than the non-physical or
128 ;; physical prim max, clamp the dimensions to the appropriate maximum
129 ;; This can be overriden in the region config file.
130 ; ClampPrimSize = false
131  
132 ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
133 ;; Maximum number of prims allowable in a linkset. Affects creating new
134 ;; linksets. Ignored if less than or equal to zero.
135 ;; This can be overriden in the region config file.
136 ; LinksetPrims = 0
137  
138 ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
139 ;; Allow scripts to keep running when they cross region boundaries, rather
140 ;; than being restarted. State is reloaded on the destination region.
141 ;; This only applies when crossing to a region running in a different
142 ;; simulator.
143 ;; For crossings where the regions are on the same simulator the script is
144 ;; always kept running.
145 ; AllowScriptCrossing = true
146  
147 ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
148 ;; Allow compiled script binary code to cross region boundaries.
149 ;; If you set this to "true", any region that can teleport to you can
150 ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
151 ;; YOU HAVE BEEN WARNED!!!
152 ; TrustBinaries = false
153  
154 ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content!)} {true false} false
155 ;; Combine all contiguous regions into one large megaregion
156 ;; Order your regions from South to North, West to East in your regions.ini
157 ;; and then set this to true
158 ;; Warning! Don't use this with regions that have existing content!,
159 ;; This will likely break them
160 ; CombineContiguousRegions = false
161  
162 ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
163 ;; If you have only one region in an instance, or to avoid the many bugs
164 ;; that you can trigger in modules by restarting a region, set this to
165 ;; true to make the entire instance exit instead of restarting the region.
166 ;; This is meant to be used on systems where some external system like
167 ;; Monit will restart any instance that exits, thereby making the shutdown
168 ;; into a restart.
169 ; InworldRestartShutsDown = false
170  
171 ;; Persistence of changed objects happens during regular sweeps. The
172 ;; following control that behaviour to prevent frequently changing objects
173 ;; from heavily loading the region data store.
174 ;; If both of these values are set to zero then persistence of all changed
175 ;; objects will happen on every sweep.
176  
177 ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
178 ;; Objects will be considered for persistance in the next sweep when they
179 ;; have not changed for this number of seconds.
180 ; MinimumTimeBeforePersistenceConsidered = 60
181  
182 ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
183 ;; Objects will always be considered for persistance in the next sweep
184 ;; if the first change occurred this number of seconds ago.
185 ; MaximumTimeBeforePersistenceConsidered = 600
186  
187 ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
188 ;; if you would like to allow prims to be physical and move by physics
189 ;; with the physical checkbox in the client set this to true.
190 ; physical_prim = true
191  
192 ;; Select a mesher here.
193 ;;
194 ;; Meshmerizer properly handles complex prims by using triangle meshes.
195 ;; Note that only the ODE physics engine currently deals with meshed
196 ;; prims in a satisfactory way.
197  
198 ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
199 ;; ZeroMesher is faster but leaves the physics engine to model the mesh
200 ;; using the basic shapes that it supports.
201 ;; Usually this is only a box.
202 ;; Default is Meshmerizer
203 ; meshing = Meshmerizer
204 ; meshing = ZeroMesher
205  
206 ;; Choose one of the physics engines below
207 ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine
208 ;; OpenDynamicsEngine is by some distance the most developed physics engine
209 ;; BulletSim is experimental and in active development.
210 ;; basicphysics effectively does not model physics at all, making all
211 ;; objects phantom.
212 ;; Default is OpenDynamicsEngine
213 ; physics = OpenDynamicsEngine
214 ; physics = BulletSim
215 ; physics = basicphysics
216 ; physics = POS
217  
218 ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
219 ;; Default script engine to use. Currently, we only have XEngine
220 ; DefaultScriptEngine = "XEngine"
221  
222 ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
223 ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
224 ;; required
225 ; HttpProxy = "http://proxy.com:8080"
226  
227 ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
228 ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
229 ;; list of regular expressions for URLs that you don't want to go through
230 ;; the proxy.
231 ;; For example, servers inside your firewall.
232 ;; Separate patterns with a ';'
233 ; HttpProxyExceptions = ".mydomain.com;localhost"
234  
235 ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
236 ;; The email module requires some configuration. It needs an SMTP
237 ;; server to send mail through.
238 ; emailmodule = DefaultEmailModule
239  
240 ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
241 ;; SpawnPointRouting adjusts the landing for incoming avatars.
242 ;; "closest" will place the avatar at the SpawnPoint located in the closest
243 ;; available spot to the destination (typically map click/landmark).
244 ;; "random" will place the avatar on a randomly selected spawnpoint;
245 ;; "sequence" will place the avatar on the next sequential SpawnPoint
246 ; SpawnPointRouting = closest
247  
248 ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
249 ;; TelehubAllowLandmark allows users with landmarks to override telehub
250 ;; routing and land at the landmark coordinates when set to true
251 ;; default is false
252 ; TelehubAllowLandmark = false
253  
254  
255 [AccessControl]
256 ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
257 ;; Bar (|) separated list of viewers which may gain access to the regions.
258 ;; One can use a substring of the viewer name to enable only certain
259 ;; versions
260 ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
261 ;; - "Imprudence" has access
262 ;; - "Imprudence 1.3" has access
263 ;; - "Imprudence 1.3.1" has no access
264 ; AllowedClients =
265  
266 ;# {BannedClients} {} {Bar (|) separated list of banned clients} {}
267 ;; Bar (|) separated list of viewers which may not gain access to the regions.
268 ;; One can use a Substring of the viewer name to disable only certain
269 ;; versions
270 ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
271 ;; - "Imprudence" has no access
272 ;; - "Imprudence 1.3" has no access
273 ;; - "Imprudence 1.3.1" has access
274 ; BannedClients =
275  
276  
277 [Map]
278 ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
279 ;; Map tile options.
280 ;; If true, then maptiles are generated using the MapImageModule below.
281 ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overriden
282 ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
283 ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
284 ; GenerateMaptiles = true
285  
286 ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
287 ;; The module to use in order to generate map images.
288 ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
289 ;; generate better images.
290 ;MapImageModule = "MapImageModule"
291  
292 ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
293 ;; If desired, a running region can update the map tiles periodically
294 ;; to reflect building activity. This names no sense of you don't have
295 ;; prims on maptiles. Value is in seconds.
296 ; MaptileRefresh = 0
297  
298 ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
299 ;; If not generating maptiles, use this static texture asset ID
300 ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
301  
302 ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
303 ;; Use terrain texture for maptiles if true, use shaded green if false
304 ; TextureOnMapTile = true
305  
306 ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
307 ;; Draw objects on maptile. This step might take a long time if you've
308 ;; got a large number of objects, so you can turn it off here if you'd like.
309 ; DrawPrimOnMapTile = true
310  
311 ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
312 ;; Texture the faces of the prims that are rendered on the map tiles.
313 ; TexturePrims = true
314  
315 ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
316 ;; Only texture prims that have a diagonal size greater than this number
317 ; TexturePrimSize = 48
318  
319 ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
320 ;; Attempt to render meshes and sculpties on the map
321 ; RenderMeshes = false;
322  
323  
324 [Permissions]
325 ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
326 ;; Permission modules to use, separated by comma.
327 ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
328 ; permissionmodules = DefaultPermissionsModule
329  
330 ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
331 ;; These are the parameters for the default permissions module
332 ;;
333 ;; If set to false, then, in theory, the server never carries out
334 ;; permission checks (allowing anybody to copy
335 ;; any item, etc. This may not yet be implemented uniformally.
336 ;; If set to true, then all permissions checks are carried out
337 ; serverside_object_permissions = true
338  
339 ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
340 ;; This allows users with a UserLevel of 200 or more to assume god
341 ;; powers in the regions in this simulator.
342 ; allow_grid_gods = false
343  
344 ;; This allows some control over permissions
345 ;; please note that this still doesn't duplicate SL, and is not intended to
346 ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
347 ;; Allow region owners to assume god powers in their regions
348 ; region_owner_is_god = true
349  
350 ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
351 ;; Allow region managers to assume god powers in regions they manage
352 ; region_manager_is_god = false
353  
354 ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
355 ;; Allow parcel owners to assume god powers in their parcels
356 ; parcel_owner_is_god = true
357  
358 ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
359 ;; More control over permissions
360 ;; This is definitely not SL!
361 ;; Provides a simple control for land owners to give build rights to
362 ;; specific avatars in publicly accessible parcels that disallow object
363 ;; creation in general.
364 ;; Owners specific avatars by adding them to the Access List of the parcel
365 ;; without having to use the Groups feature
366 ; simple_build_permissions = false
367  
368  
369 [Estates]
370 ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
371 ; If these values are uncommented then they will be used to create a default estate as necessary.
372 ; New regions will be automatically assigned to that default estate.
373  
374 ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
375 ;; Name for the default estate
376 ; DefaultEstateName = My Estate
377  
378 ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
379 ;; Name for default estate owner
380 ; DefaultEstateOwnerName = FirstName LastName
381  
382  
383 ; ** Standalone Estate Settings **
384 ; The following parameters will only be used on a standalone system to
385 ; create an estate owner that does not already exist
386  
387 ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
388 ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
389 ;; UUID will be assigned. This is normally what you want
390 ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
391  
392 ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
393 ;; Email address for the default estate owner
394 ; DefaultEstateOwnerEMail = owner@domain.com
395  
396 ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
397 ;; Password for the default estate owner
398 ; DefaultEstateOwnerPassword = password
399  
400  
401 [SMTP]
402 ;; The SMTP server enabled the email module to send email to external
403 ;; destinations.
404  
405 ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
406 ;; Enable sending email via SMTP
407 ; enabled = false
408  
409 ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
410 ; internal_object_host = lsl.opensim.local
411  
412 ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
413 ; host_domain_header_from = "127.0.0.1"
414  
415 ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
416 ; email_pause_time = 20
417  
418 ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
419 ; email_max_size = 4096
420  
421 ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
422 ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
423  
424 ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
425 ; SMTP_SERVER_PORT = 25
426  
427 ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
428 ; SMTP_SERVER_LOGIN = ""
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"