/OpenSim.ini |
@@ -0,0 +1,1182 @@ |
;; This is the main configuration file for OpenSimulator. |
;; If it's named OpenSim.ini then it will be loaded by OpenSimulator. |
;; If it's named OpenSim.ini.example then you will need to copy it to |
;; OpenSim.ini first (if that file does not already exist) |
;; |
;; If you are copying, then once you have copied OpenSim.ini.example to |
;; OpenSim.ini you will need to pick an architecture in the [Architecture] |
;; section at the end of this file. |
;; |
;; The settings in this file are in the form "<key> = <value>". For example, |
;; save_crashes = false in the [Startup] section below. |
;; |
;; All settings are initially commented out and the default value used, as |
;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by |
;; deleting the initial semicolon (;) and then change the value. This will |
;; override the value in OpenSimDefaults.ini |
;; |
;; If you want to find out what configuration OpenSimulator has finished with |
;; once all the configuration files are loaded then type "config show" on the |
;; region console command line. |
;; |
;; |
;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE |
;; |
;; All leading white space is ignored, but preserved. |
;; |
;; Double semicolons denote a text comment |
;; |
;; ;# denotes a configuration directive description |
;; formatted as: |
;; {option} {depends on} {question to ask} {choices} default value |
;; Any text comments following the declaration, up to the next blank line. |
;; will be copied to the generated file (NOTE: generation is not yet |
;; implemented) |
;; |
;; A * in the choices list will allow an empty entry. |
;; An empty question will set the default if the dependencies are |
;; satisfied. |
;; |
;; ; denotes a commented out option. |
;; Any options added to OpenSim.ini.example should be initially commented |
;; out. |
|
|
[Startup] |
;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) " |
;; Console prompt |
;; Certain special characters can be used to customize the prompt |
;; Currently, these are |
;; \R - substitute region name |
;; \\ - substitute \ |
; ConsolePrompt = "Region (\R) " |
|
;# {save_crashes} {} {Save crashes to disk?} {true false} false |
;; Set this to true if you want to log crashes to disk |
;; this can be useful when submitting bug reports. |
;; However, this will only log crashes within OpenSimulator that cause the |
;; entire program to exit |
;; It will not log crashes caused by virtual machine failures, which |
;; includes mono and ODE failures. |
;; You will need to capture these native stack traces by recording the |
;; session log itself. |
; save_crashes = false |
|
;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes |
;; Directory to save crashes to if above is enabled |
;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt) |
; crash_dir = "crashes" |
|
;# {PIDFile} {} {Path to PID file?} {} |
;; Place to create a PID file |
; PIDFile = "/tmp/my.pid" |
|
;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem |
;; Determine where OpenSimulator looks for the files which tell it |
;; which regions to server |
;; Default is "filesystem" |
; region_info_source = "filesystem" |
; region_info_source = "web" |
|
;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions |
;; Determines where the region XML files are stored if you are loading |
;; these from the filesystem. |
;; Defaults to bin/Regions in your OpenSimulator installation directory |
; regionload_regionsdir="C:\somewhere\xmlfiles\" |
|
;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {} |
;; Determines the page from which regions xml is retrieved if you are |
;; loading these from the web. |
;; The XML here has the same format as it does on the filesystem |
;; (including the <Root> tag), except that everything is also enclosed |
;; in a <Regions> tag. |
; regionload_webserver_url = "http://example.com/regions.xml"; |
|
;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false |
;; Allow the simulator to start up if there are no region configuration available |
;; from the selected region_info_source. |
; allow_regionless = false |
|
;# {MaxPrimUndos} {} {Maximum number of undos avialable for position, rotation and scale changes of each prim} {} 20 |
;; Increasing the number of undos available number will increase memory usage. |
MaxPrimUndos = 20 |
|
;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001 |
;; Minimum size for non-physical prims. Affects resizing of existing |
;; prims. This can be overriden in the region config file (as |
;; NonPhysicalPrimMin!). |
; NonPhysicalPrimMin = 0.001 |
|
;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256 |
;; Maximum size for non-physical prims. Affects resizing of existing |
;; prims. This can be overriden in the region config file (as |
;; NonPhysicalPrimMax!). |
; NonPhysicalPrimMax = 256 |
|
;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 10 |
;; Maximum size where a prim can be physical. Affects resizing of |
;; existing prims. This can be overriden in the region config file. |
; PhysicalPrimMin = 0.01 |
|
;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10 |
;; Maximum size where a prim can be physical. Affects resizing of |
;; existing prims. This can be overriden in the region config file. |
; PhysicalPrimMax = 10 |
|
;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false |
;; If a viewer attempts to rez a prim larger than the non-physical or |
;; physical prim max, clamp the dimensions to the appropriate maximum |
;; This can be overriden in the region config file. |
; ClampPrimSize = false |
|
;# {LinksetPrims} {} {Max prims an object will hold?} {} 0 |
;; Maximum number of prims allowable in a linkset. Affects creating new |
;; linksets. Ignored if less than or equal to zero. |
;; This can be overriden in the region config file. |
; LinksetPrims = 0 |
|
;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true |
;; Allow scripts to keep running when they cross region boundaries, rather |
;; than being restarted. State is reloaded on the destination region. |
;; This only applies when crossing to a region running in a different |
;; simulator. |
;; For crossings where the regions are on the same simulator the script is |
;; always kept running. |
; AllowScriptCrossing = true |
|
;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false |
;; Allow compiled script binary code to cross region boundaries. |
;; If you set this to "true", any region that can teleport to you can |
;; inject ARBITRARY BINARY CODE into your system. Use at your own risk. |
;; YOU HAVE BEEN WARNED!!! |
; TrustBinaries = false |
|
;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content!)} {true false} false |
;; Combine all contiguous regions into one large megaregion |
;; Order your regions from South to North, West to East in your regions.ini |
;; and then set this to true |
;; Warning! Don't use this with regions that have existing content!, |
;; This will likely break them |
; CombineContiguousRegions = false |
|
;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false |
;; If you have only one region in an instance, or to avoid the many bugs |
;; that you can trigger in modules by restarting a region, set this to |
;; true to make the entire instance exit instead of restarting the region. |
;; This is meant to be used on systems where some external system like |
;; Monit will restart any instance that exits, thereby making the shutdown |
;; into a restart. |
; InworldRestartShutsDown = false |
|
;; Persistence of changed objects happens during regular sweeps. The |
;; following control that behaviour to prevent frequently changing objects |
;; from heavily loading the region data store. |
;; If both of these values are set to zero then persistence of all changed |
;; objects will happen on every sweep. |
|
;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60 |
;; Objects will be considered for persistance in the next sweep when they |
;; have not changed for this number of seconds. |
; MinimumTimeBeforePersistenceConsidered = 60 |
|
;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600 |
;; Objects will always be considered for persistance in the next sweep |
;; if the first change occurred this number of seconds ago. |
; MaximumTimeBeforePersistenceConsidered = 600 |
|
;# {physical_prim} {} {Allow prims to be physical?} {true false} true |
;; if you would like to allow prims to be physical and move by physics |
;; with the physical checkbox in the client set this to true. |
; physical_prim = true |
|
;; Select a mesher here. |
;; |
;; Meshmerizer properly handles complex prims by using triangle meshes. |
;; Note that only the ODE physics engine currently deals with meshed |
;; prims in a satisfactory way. |
|
;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer |
;; ZeroMesher is faster but leaves the physics engine to model the mesh |
;; using the basic shapes that it supports. |
;; Usually this is only a box. |
;; Default is Meshmerizer |
; meshing = Meshmerizer |
; meshing = ZeroMesher |
|
;; Choose one of the physics engines below |
;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine |
;; OpenDynamicsEngine is by some distance the most developed physics engine |
;; BulletSim is experimental and in active development. |
;; basicphysics effectively does not model physics at all, making all |
;; objects phantom. |
;; Default is OpenDynamicsEngine |
; physics = OpenDynamicsEngine |
; physics = BulletSim |
; physics = basicphysics |
; physics = POS |
|
;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine |
;; Default script engine to use. Currently, we only have XEngine |
; DefaultScriptEngine = "XEngine" |
|
;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080 |
;; Http proxy setting for llHTTPRequest and dynamic texture loading, if |
;; required |
; HttpProxy = "http://proxy.com:8080" |
|
;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {} |
;; If you're using HttpProxy, then you can set HttpProxyExceptions to a |
;; list of regular expressions for URLs that you don't want to go through |
;; the proxy. |
;; For example, servers inside your firewall. |
;; Separate patterns with a ';' |
; HttpProxyExceptions = ".mydomain.com;localhost" |
|
;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false |
;; The email module requires some configuration. It needs an SMTP |
;; server to send mail through. |
; emailmodule = DefaultEmailModule |
|
;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest |
;; SpawnPointRouting adjusts the landing for incoming avatars. |
;; "closest" will place the avatar at the SpawnPoint located in the closest |
;; available spot to the destination (typically map click/landmark). |
;; "random" will place the avatar on a randomly selected spawnpoint; |
;; "sequence" will place the avatar on the next sequential SpawnPoint |
; SpawnPointRouting = closest |
|
;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false |
;; TelehubAllowLandmark allows users with landmarks to override telehub |
;; routing and land at the landmark coordinates when set to true |
;; default is false |
; TelehubAllowLandmark = false |
|
|
[AccessControl] |
;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {} |
;; Bar (|) separated list of viewers which may gain access to the regions. |
;; One can use a substring of the viewer name to enable only certain |
;; versions |
;; Example: Agent uses the viewer "Imprudence 1.3.2.0" |
;; - "Imprudence" has access |
;; - "Imprudence 1.3" has access |
;; - "Imprudence 1.3.1" has no access |
; AllowedClients = |
|
;# {BannedClients} {} {Bar (|) separated list of banned clients} {} |
;; Bar (|) separated list of viewers which may not gain access to the regions. |
;; One can use a Substring of the viewer name to disable only certain |
;; versions |
;; Example: Agent uses the viewer "Imprudence 1.3.2.0" |
;; - "Imprudence" has no access |
;; - "Imprudence 1.3" has no access |
;; - "Imprudence 1.3.1" has access |
; BannedClients = |
|
|
[Map] |
;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true |
;; Map tile options. |
;; If true, then maptiles are generated using the MapImageModule below. |
;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overriden |
;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need |
;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/ |
; GenerateMaptiles = true |
|
;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule |
;; The module to use in order to generate map images. |
;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can |
;; generate better images. |
;MapImageModule = "MapImageModule" |
|
;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0 |
;; If desired, a running region can update the map tiles periodically |
;; to reflect building activity. This names no sense of you don't have |
;; prims on maptiles. Value is in seconds. |
; MaptileRefresh = 0 |
|
;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000 |
;; If not generating maptiles, use this static texture asset ID |
; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000" |
|
;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true |
;; Use terrain texture for maptiles if true, use shaded green if false |
; TextureOnMapTile = true |
|
;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false |
;; Draw objects on maptile. This step might take a long time if you've |
;; got a large number of objects, so you can turn it off here if you'd like. |
; DrawPrimOnMapTile = true |
|
|
[Permissions] |
;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule |
;; Permission modules to use, separated by comma. |
;; Possible modules are DefaultPermissionsModule, PrimLimitsModule |
; permissionmodules = DefaultPermissionsModule |
|
;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true |
;; These are the parameters for the default permissions module |
;; |
;; If set to false, then, in theory, the server never carries out |
;; permission checks (allowing anybody to copy |
;; any item, etc. This may not yet be implemented uniformally. |
;; If set to true, then all permissions checks are carried out |
; serverside_object_permissions = true |
|
;# {allow_grid_gods} {} {Allow grid gods?} {true false} false |
;; This allows users with a UserLevel of 200 or more to assume god |
;; powers in the regions in this simulator. |
; allow_grid_gods = false |
|
;; This allows some control over permissions |
;; please note that this still doesn't duplicate SL, and is not intended to |
;# {region_owner_is_god} {} {Allow region owner gods} {true false} true |
;; Allow region owners to assume god powers in their regions |
; region_owner_is_god = true |
|
;# {region_manager_is_god} {} {Allow region manager gods} {true false} false |
;; Allow region managers to assume god powers in regions they manage |
; region_manager_is_god = false |
|
;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true |
;; Allow parcel owners to assume god powers in their parcels |
; parcel_owner_is_god = true |
|
;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false |
;; More control over permissions |
;; This is definitely not SL! |
;; Provides a simple control for land owners to give build rights to |
;; specific avatars in publicly accessible parcels that disallow object |
;; creation in general. |
;; Owners specific avatars by adding them to the Access List of the parcel |
;; without having to use the Groups feature |
; simple_build_permissions = false |
|
|
[Estates] |
; If these values are commented out then the user will be asked for estate details when required (this is the normal case). |
; If these values are uncommented then they will be used to create a default estate as necessary. |
; New regions will be automatically assigned to that default estate. |
|
;# {DefaultEstateName} {} {Default name for estate?} {} My Estate |
;; Name for the default estate |
; DefaultEstateName = My Estate |
|
;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName |
;; Name for default estate owner |
; DefaultEstateOwnerName = FirstName LastName |
|
|
; ** Standalone Estate Settings ** |
; The following parameters will only be used on a standalone system to |
; create an estate owner that does not already exist |
|
;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000 |
;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random |
;; UUID will be assigned. This is normally what you want |
; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000 |
|
;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {} |
;; Email address for the default estate owner |
; DefaultEstateOwnerEMail = owner@domain.com |
|
;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {} |
;; Password for the default estate owner |
; DefaultEstateOwnerPassword = password |
|
|
[SMTP] |
;; The SMTP server enabled the email module to send email to external |
;; destinations. |
|
;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false |
;; Enable sending email via SMTP |
; enabled = false |
|
;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local |
; internal_object_host = lsl.opensim.local |
|
;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1 |
; host_domain_header_from = "127.0.0.1" |
|
;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20 |
; email_pause_time = 20 |
|
;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096 |
; email_max_size = 4096 |
|
;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1 |
; SMTP_SERVER_HOSTNAME = "127.0.0.1" |
|
;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25 |
; SMTP_SERVER_PORT = 25 |
|
;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {} |
; SMTP_SERVER_LOGIN = "" |
|
;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {} |
; SMTP_SERVER_PASSWORD = "" |
|
|
[Network] |
;# {ConsoleUser} {} {User name for console account} {} |
;; Configure the remote console user here. This will not actually be used |
;; unless you use -console=rest at startup. |
; ConsoleUser = "Test" |
;# {ConsolePass} {} {Password for console account} {} |
; ConsolePass = "secret" |
;# {console_port} {} {Port for console connections} {} 0 |
; console_port = 0 |
|
;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000 |
;; Simulator HTTP port. This is not the region port, but the port the |
;; entire simulator listens on. This port uses the TCP protocol, while |
;; the region ports use UDP. |
; http_listener_port = 9000 |
|
;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {} |
;; Hostname to use in llRequestURL/llRequestSecureURL |
;; if not defined - default machine name is being used |
;; (on Windows this mean NETBIOS name - useably only inside local network) |
; ExternalHostNameForLSL = "127.0.0.1" |
|
;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim |
;; What is reported as the "X-Secondlife-Shard" |
;; Defaults to the user server url if not set |
;; The old default is "OpenSim", set here for compatibility |
;; The below is not commented for compatibility. |
shard = "OpenSim" |
|
;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible) |
;; What is reported as the "User-Agent" when using llHTTPRequest |
;; Defaults to not sent if not set here. See the notes section in the wiki |
;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding |
;; " (Mozilla Compatible)" to the text where there are problems with a |
;; web server |
; user_agent = "OpenSim LSL (Mozilla Compatible)" |
|
|
[XMLRPC] |
;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule |
;; If enabled and set to XmlRpcRouterModule, this will post an event, |
;; "xmlrpc_uri(string)" to the script concurrently with the first |
;; remote_data event. This will contain the fully qualified URI an |
;; external site needs to use to send XMLRPC requests to that script |
;; |
;; If enabled and set to XmlRpcGridRouterModule, newly created channels |
;; will be registered with an external service via a configured uri |
;XmlRpcRouterModule = "XmlRpcRouterModule" |
|
;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800 |
;XmlRpcPort = 20800 |
|
;# {XmlRpcHubURI} {XmlRpcRouterModule} {URI for external service used to register xmlrpc channels created in the simulator. This depends on XmlRpcRouterModule being set to XmlRpcGridRouterModule} {} http://example.com |
;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator |
;; will use this address to register xmlrpc channels on the external |
;; service |
; XmlRpcHubURI = http://example.com |
|
|
[ClientStack.LindenUDP] |
;; See OpensSimDefaults.ini for the throttle options. You can copy the |
;; relevant sections and override them here. |
;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost |
;; with the next update! |
|
;# {DisableFacelights} {} {Stop facelights from working?} {true false} false |
;; Quash and remove any light properties from attachments not on the |
;; hands. This allows flashlights and lanterns to function, but kills |
;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps |
;; will also be affected. |
;; This is especially important in artistic builds that depend on lights |
;; on the build for their appearance, since facelights will cause the |
;; building's lights to possibly not be rendered. |
; DisableFacelights = "false" |
|
|
[ClientStack.LindenCaps] |
;; For the long list of capabilities, see OpenSimDefaults.ini |
;; Here are the few ones you may want to change. Possible values |
;; are: |
;; "" -- empty, capability disabled |
;; "localhost" -- capability enabled and served by the simulator |
;; "<url>" -- capability enabled and served by some other server |
;; |
; These are enabled by default to localhost. Change if you see fit. |
Cap_GetTexture = "localhost" |
Cap_GetMesh = "localhost" |
Cap_AvatarPickerSearch = "localhost" |
|
; This is disabled by default. Change if you see fit. Note that |
; serving this cap from the simulators may lead to poor performace. |
Cap_WebFetchInventoryDescendents = "" |
|
|
[SimulatorFeatures] |
;# {MapImageServerURI} {} {URL for the map server} {} |
; Experimental new information sent in SimulatorFeatures cap for Kokua |
; viewers |
; meant to override the MapImage and search server url given at login, and varying |
; on a sim-basis. |
; Viewers that don't understand it, will ignore it |
;MapImageServerURI = "http://127.0.0.1:9000/" |
;# {SearchServerURI} {} {URL of the search server} {} |
;SearchServerURI = "http://127.0.0.1:9000/" |
|
|
[Chat] |
;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10 |
;; Distance in meters that whispers should travel. |
; whisper_distance = 10 |
|
;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20 |
;; Distance in meters that ordinary chat should travel. |
; say_distance = 20 |
|
;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100 |
;; Distance in meters that shouts should travel. |
; shout_distance = 100 |
|
|
[EntityTransfer] |
;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false |
;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.) |
;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed. |
;DisableInterRegionTeleportCancellation = false |
|
|
[Messaging] |
;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *} |
;; Module to handle offline messaging. The core module requires an external |
;; web service to do this. See OpenSim wiki. |
; OfflineMessageModule = OfflineMessageModule |
;; Or, alternatively, use this one, which works for both standalones and grids |
; OfflineMessageModule = "Offline Message Module V2" |
|
;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {} |
;; URL of web service for offline message storage. Leave it commented if your service is local to the sim. |
; OfflineMessageURL = http://yourserver/Offline.php or http://yourrobustserver:8003 |
|
;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll} |
;; For standalones, this is the storage dll. |
; StorageProvider = OpenSim.Data.MySQL.dll |
|
;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule |
;; Mute list handler (not yet implemented). MUST BE SET to allow offline |
;; messages to work |
; MuteListModule = MuteListModule |
|
;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php |
;; URL of the web service that serves mute lists. Not currently used, but |
;; must be set to allow offline messaging to work. |
; MuteListURL = http://yourserver/Mute.php |
|
;; Control whether group invites and notices are stored for offline users. |
;; Default is true. |
;; This applies to both core groups module. |
; ForwardOfflineGroupMessages = true |
|
|
[ODEPhysicsSettings] |
;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true |
;; Do we want to mesh sculpted prim to collide like they look? |
;; If you are seeing sculpt texture decode problems |
;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception") |
;; then you might want to try setting this to false. |
; mesh_sculpted_prim = true |
|
;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false |
;; If you would like physics joints to be enabled through a special naming |
;; convention in the client, set this to true. |
;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics) |
; use_NINJA_physics_joints = false |
|
|
[RemoteAdmin] |
;; This is the remote admin module, which uses XMLRPC requests to |
;; manage regions from a web interface. |
|
;# {enabled} {} {Enable the remote admin interface?} {true false} false |
enabled = true |
|
;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0 |
;; Set this to a nonzero value to have remote admin use a different port |
port = 10000 |
|
;# {access_password} {enabled:true} {Password for the remote admin interface} {} |
;; This password is required to make any XMLRPC call (should be set as |
;; the "password" parameter) |
access_password = "opensim" |
|
;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {} |
;; List the IP addresses allowed to call RemoteAdmin |
;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin. |
;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ... |
access_ip_addresses = 127.0.0.1 |
|
;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false |
;; set this variable to true if you want the create_region XmlRpc |
;; call to unconditionally enable voice on all parcels for a newly |
;; created region |
create_region_enable_voice = true |
|
;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false |
;; set this variable to false if you want the create_region XmlRpc |
;; call to create all regions as private per default (can be |
;; overridden in the XmlRpc call) |
create_region_public = true |
|
;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all |
;; enable only those methods you deem to be appropriate using a | delimited |
;; whitelist. |
;; For example: |
;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml |
;; if this parameter is not specified but enabled = true, all methods |
;; will be available |
enabled_methods = all |
|
;; specify the default appearance for an avatar created through the remote |
;; admin interface |
;; This will only take effect is the file specified by the |
;; default_appearance setting below exists |
; default_male = Default Male |
; default_female = Default Female |
|
;; Update appearance copies inventory items and wearables of default |
;; avatars. if this value is false, just worn assets are copied to the |
;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied. |
;; The receiver will wear the same items the default avatar did wear. |
copy_folders = true |
|
;; Path to default appearance XML file that specifies the look of the |
;; default avatars |
; default_appearance = default_appearance.xml |
|
|
[Wind] |
;# {enabled} {} {Enable wind module?} {true false} true |
;; Enables the wind module. |
; enabled = true |
|
;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150 |
;; How often should wind be updated, as a function of world frames. |
;; Approximately 50 frames a second |
; wind_update_rate = 150 |
|
;; The Default Wind Plugin to load |
; wind_plugin = SimpleRandomWind |
|
;; These settings are specific to the ConfigurableWind plugin |
;; To use ConfigurableWind as the default, simply change wind_plugin |
;; to ConfigurableWind and uncomment the following. |
; avg_strength = 5.0 |
; avg_direction = 0.0 |
; var_strength = 5.0 |
; var_direction = 30.0 |
; rate_change = 1.0 |
|
;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0 |
;; This setting is specific to the SimpleRandomWind plugin |
;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. |
; strength = 1.0 |
|
|
[LightShare] |
;# {enable_windlight} {} {Enable LightShare technology?} {true false} false |
;; This enables the transmission of Windlight scenes to supporting clients, |
;; such as the Meta7 viewer. |
;; It has no ill effect on viewers which do not support server-side |
;; windlight settings. |
enable_windlight = true |
|
|
[DataSnapshot] |
;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false |
;; The following set of configs pertains to search. |
;; Set index_sims to true to enable search engines to index your |
;; searchable data. |
;; If false, no data will be exposed, DataSnapshot module will be off, |
;; and you can ignore the rest of these search-related configs. |
index_sims = false |
|
;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum |
;; The variable data_exposure controls what the regions expose: |
;; minimum: exposes only things explicitly marked for search |
;; all: exposes everything |
; data_exposure = minimum |
|
;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid |
;; If search is on, change this to your grid name; will be ignored for |
;; standalones |
; gridname = "OSGrid" |
|
;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200 |
;; Period between data snapshots, in seconds. 20 minutes, for starters, |
;; so that you see the initial changes fast. |
;; Later, you may want to increase this to 3600 (1 hour) or more |
; default_snapshot_period = 1200 |
|
;; This will be created in bin, if it doesn't exist already. It will hold |
;; the data snapshots. |
; snapshot_cache_directory = "DataSnapshot" |
|
;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py |
; This semicolon-separated string serves to notify specific data services |
; about the existence of this sim. Uncomment if you want to index your |
; data with this and/or other search providers. |
; data_services="http://metaverseink.com/cgi-bin/register.py" |
|
|
[Economy] |
;# {SellEnabled} {} {Enable selling for 0?} {true false} true |
; The default economy module only implements just enough to allow free actions (transfer of objects, etc). |
; There is no intention to implement anything further in core OpenSimulator. |
; This functionality has to be provided by third party modules. |
|
;; Enables selling things for $0. Default is true. |
; SellEnabled = true |
|
;# {PriceUpload} {} {Price for uploading?} {} 0 |
;; Money Unit fee to upload textures, animations etc. Default is 0. |
; PriceUpload = 0 |
|
;# {PriceGroupCreate} {} {Fee for group creation} {} 0 |
;; Money Unit fee to create groups. Default is 0. |
; PriceGroupCreate = 0 |
|
|
[XEngine] |
;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true |
;; Enable this engine in this OpenSim instance |
; Enabled = true |
|
;; How many threads to keep alive even if nothing is happening |
; MinThreads = 2 |
|
;; How many threads to start at maximum load |
; MaxThreads = 100 |
|
;; Time a thread must be idle (in seconds) before it dies |
; IdleTimeout = 60 |
|
;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal |
;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", |
;; "Highest") |
; Priority = "BelowNormal" |
|
;; Maximum number of events to queue for a script (excluding timers) |
; MaxScriptEventQueue = 300 |
|
;; Stack size per script engine thread in bytes. |
;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it). |
;; The trade-off may be increased memory usage by the script engine. |
; ThreadStackSize = 262144 |
|
;; Set this to true (the default) to load each script into a separate |
;; AppDomain. |
;; |
;; Setting this to false will load all script assemblies into the |
;; current AppDomain, which will significantly improve script loading times. |
;; It will also reduce initial per-script memory overhead. |
;; |
;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted. |
;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region. |
;; Some Windows users have also reported script loading problems when AppDomainLoading = false |
AppDomainLoading = true |
|
;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op) |
;; co-op will be more stable but this option is currently experimental. |
;; If moving from co-op to abort, existing script DLLs will need to be recompiled. |
;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run |
;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/ |
;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile |
;; Current valid values are "abort" and "co-op" |
ScriptStopStrategy = co-op |
|
|
;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true |
;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false |
;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the |
;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used |
;; by scripts have changed. |
DeleteScriptsOnStartup = true |
|
;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl |
;; Default language for scripts |
DefaultCompileLanguage = "lsl" |
|
;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl |
;; List of allowed languages (lsl,vb,cs) |
;; AllowedCompilers=lsl,cs,js,vb. |
;; *warning*, non lsl languages have access to static methods such as |
;; System.IO.File. Enable at your own risk. |
AllowedCompilers = "lsl" |
|
;; Compile debug info (line numbers) into the script assemblies |
; CompileWithDebugInformation = true |
|
;; Allow the user of mod* functions. This allows a script to pass messages |
;; to a region module via the modSendCommand() function |
;; Default is false |
AllowMODFunctions = false |
|
;# {AllowOSFunctions} {Enabled:true} {Allow OSFunctions? (DANGEROUS!)} {true false} false |
;; Allow the use of os* functions (some are dangerous) |
AllowOSFunctions = true |
|
;# {AllowLightShareFunctions} {Enabled:false [LightShare]enable_windlight:true} {Allow LightShare functions?} {true false} false |
; Allow the use of LightShare functions. |
; The setting enable_windlight = true must also be enabled in the [LightShare] section. |
AllowLightShareFunctions = true |
|
;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow |
;; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe |
;; See http://opensimulator.org/wiki/Threat_level for more information on these levels. |
;; We do not recommend that use set a general level above Low unless you have a high level of trust |
;; in all the users that can run scripts in your simulator. It is safer to explicitly |
;; allow certain types of user to run higher threat level OSSL functions, as detailed later on. |
OSFunctionThreatLevel = Severe |
|
; OS Functions enable/disable |
; For each function, you can add one line, as shown |
; The default for all functions allows them if below threat level |
|
; true allows the use of the function unconditionally |
; Allow_osSetRegionWaterHeight = true |
|
; false disables the function completely |
; Allow_osSetRegionWaterHeight = false |
|
; Comma separated list of UUIDS allows the function for that list of UUIDS |
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb |
|
; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are |
; - PARCEL_GROUP_MEMBER: allow if the object group is the same group as the parcel |
; - PARCEL_OWNER: allow if the object owner is the parcel owner |
; - ESTATE_MANAGER: allow if the object owner is an estate manager |
; - ESTATE_OWNER: allow if the object owner is the estate owner |
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ... |
Allow_osGetAgentIP = ESTATE_OWNER |
Allow_osGetAgents = true |
Allow_osKickAgent = PARCEL_GROUP_MEMBER |
Allow_osTeleportAgent = PARCEL_GROUP_MEMBER |
Allow_osCauseDamage = PARCEL_GROUP_MEMBER |
Allow_osCauseHealing = PARCEL_GROUP_MEMBER |
Allow_osGetHealth = PARCEL_GROUP_MEMBER |
Allow_osGetAgents = PARCEL_GROUP_MEMBER |
Allow_osGetSimulatorVersion = PARCEL_GROUP_MEMBER |
Allow_osTeleportAgent = PARCEL_GROUP_MEMBER |
Allow_osAvatarName2Key = true |
Allow_osGetNotecard = true |
Allow_osGetNotecardLine = true |
Allow_osGetNumberOfNotecardLines = true |
Allow_osMakeNotecard = true |
Allow_osNpcCreate = PARCEL_GROUP_MEMBER |
Allow_osNpcMoveTo = PARCEL_GROUP_MEMBER |
Allow_osNpcMoveToTarget = PARCEL_GROUP_MEMBER |
Allow_osNpcStopMoveToTarget = PARCEL_GROUP_MEMBER |
Allow_osNpcSetRot = PARCEL_GROUP_MEMBER |
Allow_osNpcGetRot = PARCEL_GROUP_MEMBER |
Allow_osNpcGetPos = PARCEL_GROUP_MEMBER |
Allow_osNpcRemove = PARCEL_GROUP_MEMBER |
Allow_osNpcSay = PARCEL_GROUP_MEMBER |
Allow_osNpcWhisper = PARCEL_GROUP_MEMBER |
Allow_osNpcTouch = PARCEL_GROUP_MEMBER |
Allow_osNpcIsNpc = PARCEL_GROUP_MEMBER |
Allow_osNpcGetOwner = PARCEL_GROUP_MEMBER |
Allow_osNpcSit = PARCEL_GROUP_MEMBER |
Allow_osNpcStand = PARCEL_GROUP_MEMBER |
Allow_osOwnerSaveAppearance = PARCEL_GROUP_MEMBER |
Allow_osNpcLoadAppearance = PARCEL_GROUP_MEMBER |
Allow_osNpcSaveAppearance = PARCEL_GROUP_MEMBER |
Allow_osAvatarPlayAnimation = PARCEL_GROUP_MEMBER |
Allow_osAvatarStopSnimation = PARCEL_GROUP_MEMBER |
Allow_osMessageObject = PARCEL_GROUP_MEMBER |
Allow_osGetRezzingAgent = PARCEL_GROUP_MEMBER |
Allow_osIsUUID = true |
Allow_osListenRegex = PARCEL_GROUP_MEMBER |
Allow_osMessageAttachments = PARCEL_GROUP_MEMBER |
Allow_osMovePen = true |
Allow_osDrawLine = true |
Allow_osDrawText = true |
Allow_osDrawEllipse = true |
Allow_osDrawRectangle = true |
Allow_osDrawFilledRectangle = true |
Allow_osDrawPolygon = true |
Allow_osDrawFilledPolygon = true |
Allow_osDrawImage = true |
Allow_osGetDrawStringSize = true |
Allow_osSetFontName = true |
Allow_osSetFontSize = true |
Allow_osSetPenSize = true |
Allow_osSetPenColor = true |
Allow_osSetPenCap = true |
Allow_osSetDynamicTextureData = true |
Allow_osSetDynamicTextureDataBlend = true |
Allow_osSetDynamicTextureDataBlendFace = true |
Allow_osSetDynamicTextureURL = true |
Allow_osSetDynamicTextureURLBlend = true |
Allow_osSetDynamicTextureURLBlendFace = true |
Allow_osParcelJoin = PARCEL_OWNER |
Allow_osParcelSubdivide = PARCEL_OWNER |
Allow_osSetParcelDetails = PARCEL_OWNER |
Allow_osGetTerrainHeight = PARCEL_OWNER |
Allow_osSetTerrainHeight = PARCEL_OWNER |
Allow_osTerrainFlush = PARCEL_OWNER |
Allow_osSetTerrainTeture = PARCEL_OWNER |
Allow_osSetTerrainTextureHeight = PARCEL_OWNER |
Allow_osSetRegionWaterHeight = ESTATE_OWNER |
Allow_osSetRegionSunSettings = ESTATE_OWNER |
Allow_osSetEstateSunSettings = ESTATE_OWNER |
Allow_osGetCurrentSunHour = ESTATE_OWNER |
Allow_osGetSunParam = ESTATE_OWNER |
Allow_osSetSunParam = ESTATE_OWNER |
Allow_osWindActiveModelPluginName = ESTATE_OWNER |
Allow_osGetWindParam = ESTATE_OWNER |
Allow_osSetWindParam = ESTATE_OWNER |
Allow_osGetGridName = ESTATE_OWNER |
Allow_osGetGridNick = ESTATE_OWNER |
Allow_osGetGridLoginURI = ESTATE_OWNER |
Allow_osGetGridHomeURI = ESTATE_OWNER |
Allow_osGetGridGatekeeperURI = ESTATE_OWNER |
Allow_osGetGridCustom = ESTATE_OWNER |
Allow_osGetScriptEngineName = ESTATE_OWNER |
Allow_osGetSimulatorVersion = ESTATE_OWNER |
Allow_osGetSimulatorMemory = ESTATE_OWNER |
Allow_osGetMapTexture = ESTATE_OWNER |
Allow_osGetRegionMapTexture = ESTATE_OWNER |
Allow_osGetRegionStats = ESTATE_OWNER |
Allow_osLoadedCreationDate = ESTATE_OWNER |
Allow_osLoadedCreationTime = ESTATE_OWNER |
Allow_osLoadedCreationID = ESTATE_OWNER |
Allow_osGetPhysicsEngineType = ESTATE_OWNER |
Allow_osRegionNotice = ESTATE_OWNER |
Allow_osRegionRestart = ESTATE_OWNER |
Allow_osConsoleCommand = ESTATE_OWNER |
Allow_osSetParcelMediaURL = PARCEL_GROUP_MEMBER |
Allow_osSetPrimFloatOnWater = ESTATE_OWNER |
Allow_osSetParcelSIPAddress = PARCEL_GROUP_MEMBER |
Allow_osSetStateEvents = ESTATE_OWNER |
Allow_osList2Double = true |
Allow_osKey2Name = true |
Allow_osFormatString = true |
Allow_osMatchString = true |
Allow_osUnixTimeToTimestamp = true |
Allow_osParseJSON = true |
Allow_osParseJSONNew = true |
Allow_osMax = true |
Allow_osMin = true |
Allow_osRegexIsMatch = true |
Allow_osReplaceString = true |
Allow_osSetContentType = true |
|
; You can also use script creators as the uuid |
; Creators_osSetRegionWaterHeight = <uuid>, ... |
|
; If both Allow_ and Creators_ are given, effective permissions |
; are the union of the two. |
|
;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30 |
;; Time a script can spend in an event handler before it is interrupted |
; EventLimit = 30 |
|
;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false |
;; If a script overruns it's event limit, kill the script? |
; KillTimedOutScripts = false |
|
;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0 |
;; Sets the multiplier for the scripting delays |
; ScriptDelayFactor = 1.0 |
|
;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {} |
;; The factor the 10 m distances limits are multiplied by |
; ScriptDistanceLimitFactor = 1.0 |
|
;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255 |
;; Maximum length of notecard line read |
;; Increasing this to large values potentially opens |
;; up the system to malicious scripters |
; NotecardLineReadCharsMax = 255 |
|
;# {SensorMaxRange} {} {Sensor range} {} 96.0 |
;; Sensor settings |
; SensorMaxRange = 96.0 |
;# {SensorMaxResults} {} {Max sensor results returned?} {} |
; SensorMaxResults = 16 |
|
;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true |
;; Disable underground movement of prims (default true); set to |
;; false to allow script controlled underground positioning of |
;; prims |
; DisableUndergroundMovement = true |
|
;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines |
;; Path to script engine assemblies |
;; Default is ./bin/ScriptEngines |
; ScriptEnginesPath = "ScriptEngines" |
|
|
[MRM] |
;; Enables the Mini Region Modules Script Engine. |
Enabled = true |
|
;; Runs MRM in a Security Sandbox |
;; WARNING: DISABLING IS A SECURITY RISK. |
Sandboxed = true |
|
;; The level sandbox to use, adjust at your OWN RISK. |
;; Valid values are: |
;; * FullTrust |
;; * SkipVerification |
;; * Execution |
;; * Nothing |
;; * LocalIntranet |
;; * Internet |
;; * Everything |
SandboxLevel = "Internet" |
|
;; Only allow Region Owners to run MRMs |
;; May represent a security risk if you disable this. |
OwnerOnly = true |
|
|
[FreeSwitchVoice] |
;; In order for this to work you need a functioning FreeSWITCH PBX set up. |
;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module |
; Enabled = false |
|
;; You need to load a local service for a standalone, and a remote service |
;; for a grid region. Use one of the lines below, as appropriate |
;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini |
; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService |
; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector |
|
;; If using a remote connector, specify the server URL |
; FreeswitchServiceURL = http://my.grid.server:8004/fsapi |
|
|
[Groups] |
;# {Enabled} {} {Enable groups?} {true false} false |
;; Enables the groups module |
Enabled = true |
|
;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0 |
;; Minimum user level required to create groups |
LevelGroupCreate = 0 |
|
;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default |
;; The default module can use a PHP XmlRpc server from the Flotsam project at |
;; http://code.google.com/p/flotsam/ |
;; or from the SimianGrid project at http://code.google.com/p/openmetaverse |
; Module = Default |
;; or... use Groups Module V2, which works for standalones and robust grids |
Module = "Groups Module V2" |
|
;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll} |
StorageProvider = OpenSim.Data.MySQL.dll |
|
;# {ServicesConnectorModule} {Module:GroupsModule Module:Groups Module V2} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector "Groups Local Service Connector" "Groups Remote Service Connector" "Groups HG Service Connector"} XmlRpcGroupsServicesConnector |
;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows: |
;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector |
;; -- for Simian Groups use SimianGroupsServicesConnector |
;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector" |
;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector" |
;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector" |
;; Note that the quotes "" around the words are important! |
ServicesConnectorModule = "Groups HG Service Connector" |
|
;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local |
;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote |
LocalService = local |
|
;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {} |
;; URI for the groups services of this grid |
;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc |
;; or http://mygridserver.com:82/Grid/ for SimianGrid |
;; or http:://mygridserver.com:8003 for robust, V2 |
;; Leave it commented for standalones, V2 |
; GroupsServerURI = "" |
|
;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {} |
;; Used for V2 in HG only. For example |
;; http://mygridserver.com:9000 or http://mygridserver.com:8002 |
;; If you have this set under [Startup], no need to set it here, leave it commented |
; HomeURI = "" |
|
;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true |
MessagingEnabled = true |
|
;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule |
; MessagingModule = GroupsMessagingModule |
;; or use V2 for Groups V2 |
MessagingModule = "Groups Messaging Module V2" |
|
;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true |
;; Enable Group Notices |
NoticesEnabled = true |
|
;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false |
; Experimental option to only message online users rather than all users |
; Should make large groups with few online members messaging faster, as the expense of more calls to presence service |
; Applies Flotsam Group only. V2 has this always on, no other option |
MessageOnlineUsersOnly = true |
|
;; This makes the Groups modules very chatty on the console. |
; DebugEnabled = false |
|
;; XmlRpc Security settings. These must match those set on your backend |
;; groups service if the service is using these keys |
; XmlRpcServiceReadKey = 1234 |
; XmlRpcServiceWriteKey = 1234 |
|
|
[InterestManagement] |
;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness |
;; This section controls how state updates are prioritized for each client |
;; Valid values are BestAvatarResponsiveness, Time, Distance, |
;; SimpleAngularDistance, FrontBack |
; UpdatePrioritizationScheme = BestAvatarResponsiveness |
|
|
[MediaOnAPrim] |
;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true |
;; Enable media on a prim facilities |
; Enabled = true; |
|
|
[NPC] |
;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false |
Enabled = true |
|
|
[Terrain] |
;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island |
InitialTerrain = "flat" |
|
|
[UserProfiles] |
;# {ProfileURL} {} {Set url to UserProfilesService} {} |
;; Set the value of the url to your UserProfilesService |
;; If un-set / "" the module is disabled |
;; ProfileServiceURL = http://127.0.0.1:8002 |
|
|
[Architecture] |
;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini |
;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim, |
;; uncomment Include-Architecture = "config-include/Standalone.ini" |
;; |
;; Then you will need to copy and edit the corresponding *Common.example file in config-include/ |
;; that the referenced .ini file goes on to include. |
;; |
;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy |
;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before |
;; editing it to set the database and backend services that OpenSim will use. |
;; |
;Include-Architecture = "config-include/Standalone.ini" |
Include-Architecture = "config-include/StandaloneHypergrid.ini" |
; Include-Architecture = "config-include/Grid.ini" |
; Include-Architecture = "config-include/GridHypergrid.ini" |
; Include-Architecture = "config-include/SimianGrid.ini" |
; Include-Architecture = "config-include/HyperSimianGrid.ini" |