mirror of
https://github.com/opensim/opensim.git
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- renaming OpenSim.ini.example to OpenSim.ini.example.preview as
the config reorg is still under discussion
- re-installing complete OpenSim.ini.example for the time being
This commit is contained in:
@@ -293,6 +293,49 @@ InterregionComms = "RESTComms"
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dump_assets_to_file = false
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[Network]
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http_listener_port = 9000
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default_location_x = 1000
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default_location_y = 1000
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; ssl config: Experimental! The auto https config only really works definately on windows XP now
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; you need a Cert Request/Signed pair installed in the MY store with the CN specified below
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; you can use https on other platforms, but you'll need to configure the httpapi yourself for now
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http_listener_ssl = false ; Also create a SSL server
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http_listener_cn = "localhost" ; Use the cert with the common name
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http_listener_sslport = 9001 ; Use this port for SSL connections
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http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer
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; Uncomment below to enable llRemoteData/remote channels
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; remoteDataPort = 20800
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grid_server_url = "http://127.0.0.1:8001"
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grid_send_key = "null"
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grid_recv_key = "null"
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user_server_url = "http://127.0.0.1:8002"
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user_send_key = "null"
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user_recv_key = "null"
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asset_server_url = "http://127.0.0.1:8003"
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inventory_server_url = "http://127.0.0.1:8004"
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; The MessagingServer is a companion of the UserServer. It uses
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; user_send_key and user_recv_key, too
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messaging_server_url = "http://127.0.0.1:8006"
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; What is reported as the "X-Secondlife-Shard"
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; Defaults to the user server url if not set
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; The old default is "OpenSim", set here fro compatibility
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shard = "OpenSim"
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; What is reported as the "User-Agent" when using llHTTPRequest
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; Defaults to not sent if not set here. See the notes section in the wiki at
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; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
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; " (Mozilla Compatible)" to the text where there are problems with a web server
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;user_agent = "OpenSim LSL (Mozilla Compatible)"
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[ClientStack.LindenUDP]
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; This is the multiplier applied to all client throttles for outgoing UDP network data
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; If it is set to 1, then we obey the throttle settings as given to us by the client. If it is set to 3, for example, then we
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@@ -311,13 +354,472 @@ InterregionComms = "RESTComms"
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;
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; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter
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; unexpected difficulties
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client_throttle_multiplier = 2;
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client_throttle_multiplier = 2;
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[Chat]
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; Controls whether the chat module is enabled. Default is true.
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enabled = true;
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; Distance in meters that whispers should travel. Default is 10m
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whisper_distance = 10
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; Distance in meters that ordinary chat should travel. Default is 30m
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say_distance = 30
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; Distance in meters that shouts should travel. Default is 100m
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shout_distance = 100
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[Messaging]
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; Control which region module is used for instant messaging.
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; Default is InstantMessageModule (this is the name of the core IM module as well as the setting)
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InstantMessageModule = InstantMessageModule
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[ODEPhysicsSettings]
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;##
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;## World Settings
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;##
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;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s
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world_gravityx = 0
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world_gravityy = 0
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world_gravityz = -9.8
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; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
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; reference: fps = (0.09375/ODE_STEPSIZE) * 1000;
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world_stepsize = 0.020
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world_internal_steps_without_collisions = 10
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;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
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world_hashspace_size_low = -4
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world_hashSpace_size_high = 128
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;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
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meters_in_small_space = 29.9
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small_hashspace_size_low = -4
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small_hashspace_size_high = 66
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; ##
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; ## Contact properties. (the stuff that happens when things come in contact with each other)
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; ##
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; surface layer around geometries other geometries can sink into before generating a contact
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world_contact_surface_layer = 0.001
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; Filtering Collisions helps keep things stable physics wise, but sometimes
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; it can be over zealous. If you notice bouncing, chances are it's being just
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; that
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filter_collisions = false
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; Non Moving Terrain Contact (avatar isn't moving)
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nm_terraincontact_friction = 255.0
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nm_terraincontact_bounce = 0.1
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nm_terraincontact_erp = 0.1025
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; Moving Terrain Contact (avatar is moving)
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m_terraincontact_friction = 75.0
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m_terraincontact_bounce = 0.05
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m_terrainContact_erp = 0.05025
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; Moving Avatar to object Contact
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m_avatarobjectcontact_friction = 75.0
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m_avatarobjectcontact_bounce = 0.1
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; Object to Object Contact and Non-Moving Avatar to object
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objectcontact_friction = 250.0
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objectcontact_bounce = 0.2
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; ##
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; ## Avatar Control
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; ##
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; PID Controller Settings. These affect the math that causes the avatar to reach the
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; desired velocity
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; See http://en.wikipedia.org/wiki/PID_controller
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av_pid_derivative_linux = 2200.0
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av_pid_proportional_linux = 900.0;
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av_pid_derivative_win = 2200.0
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av_pid_proportional_win = 900.0;
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;girth of the avatar. Adds radius to the height also
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av_capsule_radius = 0.37
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; Max force permissible to use to keep the avatar standing up straight
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av_capsule_standup_tensor_win = 550000
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av_capsule_standup_tensor_linux = 550000
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; used to calculate mass of avatar.
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; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
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; av_density * AVvolume;
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av_density = 80
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; use this value to cut 52% of the height the sim gives us
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av_height_fudge_factor = 0.52
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; Movement. Smaller is faster.
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; speed of movement with Always Run off
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av_movement_divisor_walk = 1.3
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; speed of movement with Always Run on
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av_movement_divisor_run = 0.8
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; When the avatar flies, it will be moved up by this amount off the ground (in meters)
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minimum_ground_flight_offset = 3.0
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; ##
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; ## Object options
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; ##
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; used in the mass calculation.
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geometry_default_density = 10.000006836
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; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
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body_frames_auto_disable = 20
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; used to control llMove2Target
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body_pid_derivative = 35
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body_pid_gain = 25
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; amount of time a geom/body will try to cross a region border before it gets disabled
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geom_crossing_failures_before_outofbounds = 5
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; start throttling the object updates if object comes in contact with 3 or more other objects
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geom_contactpoints_start_throttling = 3
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; send 1 update for every x updates below when throttled
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geom_updates_before_throttled_update = 15
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; Used for llSetStatus. How rigid the object rotation is held on the axis specified
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body_motor_joint_maxforce_tensor_linux = 5
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body_motor_joint_maxforce_tensor_win = 5
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; ##
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; ## Sculpted Prim settings
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; ##
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; Do we want to mesh sculpted prim to collide like they look?
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mesh_sculpted_prim = true
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; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
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mesh_lod = 32
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; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
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mesh_physical_lod = 16
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; ##
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; ## Physics logging settings - logfiles are saved to *.DIF files
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; ##
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; default is false
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;physics_logging = true
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;; every n simulation iterations, the physics snapshot file is updated
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;physics_logging_interval = 50
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;; append to existing physics logfile, or overwrite existing logfiles?
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;physics_logging_append_existing_logfile = true
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; ##
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; ## Joint support
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; ##
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; if you would like physics joints to be enabled through a special naming convention in the client, set this to true.
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; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
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; default is false
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;use_NINJA_physics_joints = true
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[RemoteAdmin]
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enabled = false
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access_password = unknown
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; the create_region XmlRpc call uses region_file_template to generate
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; the file name of newly create regions (if they are created
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; persistent). the parameter available are:
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; {0} - X location
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; {1} - Y location
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; {2} - region UUID
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; {3} - region port
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; {4} - region name with " ", ":", "/" mapped to "_"
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region_file_template = "{0}x{1}-{2}.xml"
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; we can limit the number of regions that XmlRpcCreateRegion will
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; allow by setting this to a positive, non-0 number: as long as the
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; number of regions is below region_limits, XmlRpcCreateRegion will
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; succeed. setting region_limit to 0 disables the check.
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; default is 0
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;region_limit = 0
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; enable only those methods you deem to be appropriate using a | delimited whitelist
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; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml
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; if this parameter is not specified but enabled = true, all methods will be available
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enabled_methods = all
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[RestPlugins]
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; Change this to true to enable REST Plugins. This must be true if you wish to use
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; REST Region or REST Asset and Inventory Plugins
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enabled = false
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god_key = SECRET
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prefix = /admin
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[RestRegionPlugin]
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; Change this to true to enable the REST Region Plugin
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enabled = false
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[RestHandler]
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; Change this to true to enable the REST Asset and Inventory Plugin
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enabled = false
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authenticate=true
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secured=true
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extended-escape=true
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realm=OpenSim REST
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dump-asset=false
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path-fill=true
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dump-line-size=32
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flush-on-error=true
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; Uncomment the following for IRC bridge
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; experimental, so if it breaks... keep both parts... yada yada
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; also, not good error detection when it fails
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;[IRC]
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;enabled = true ; you need to set this otherwise it won't connect
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;server = name.of.irc.server.on.the.net
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;; user password - only use this if the server requires one
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;password = mypass
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;nick = OpenSimBotNameProbablyMakeThisShorter
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;channel = #the_irc_channel_you_want_to_connect_to
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;port = 6667
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;; channel to listen for configuration commands
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;commands_enabled = false
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;command_channel = 2777
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;report_clients = true
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;; relay private chat connections
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;; relay_private_channels = true: will relay IRC chat from/to private in-world channels
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;; relay_private_channel_out -- channel to send messages out to the IRC bridge
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;; relay_private_channel_in -- channel to receive message from the IRC bridge
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;; relay_chat = false: IRC bridge will not relay normal chat
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;; access_password -- simple security device
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;;
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;; so, to just relay chat from an IRC channel to in-world region and vice versa:
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;;
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;; relay_private_channels = false
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;; relay_chat = true
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;;
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;; to relay chat only to/from private in-world channels:
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;;
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;; relay_chat = false
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;; relay_private_channels = true
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;; relay_private_channel_in = 2226
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;; relay_private_channel_out = 2225
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;;
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;; in this example, all chat coming in from IRC will be send out via
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;; in-world channel 2226, and all chat from in-world channel 2225 will
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;; be relayed to the IRC channel.
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;;
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;relay_private_channels = false
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;relay_private_channel_in = 2226
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;relay_private_channel_out = 2225
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;relay_chat = true
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;access_password = foobar
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;fallback_region = name of "default" region
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;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
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; must start with "PRIVMSG {0} : " or irc server will get upset
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;for <bot>:<user in region> :<message>
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;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
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;for <bot>:<message> - <user of region> :
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msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
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;for <bot>:<message> - from <user> :
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;msgformat = "PRIVMSG {0} : {3} - from {1}"
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;[CMS]
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;enabled = true
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;channel = 345
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[Voice]
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; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs
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enabled = false
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; This is not supported by the SLViewer right now and
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; hardcoded within the SL Viewer. Maybe it will be
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; changed in future. :-)
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account_management_server = https://www.bhr.vivox.com/api2
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; Global SIP Server for conference calls
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sip_domain = testserver.com
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[AsteriskVoice]
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; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs
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enabled = false
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; SIP account server domain
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sip_domain = testserver.com
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; SIP conf server domain
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conf_domain = testserver.com
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; URL of the asterisk opensim frontend
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asterisk_frontend = http://testserver.com:49153/
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; password for the asterisk frontend XmlRpc calls
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asterisk_password = bah-humbug
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; timeout for XmlRpc calls to asterisk front end (in ms)
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asterisk_timeout = 3000
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; salt for asterisk nonces
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asterisk_salt = paluempalum
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; Uncomment the following to control the progression of daytime
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; in the Sim. The defaults are what is shown below
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;[Sun]
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; number of wall clock hours for an opensim day. 24.0 would mean realtime
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;day_length = 4
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; Year length in days
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;year_length = 60
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; Day to Night Ratio
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;day_night_offset = 0.45
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; send a Sun update every update_interval # of frames. A lower number will
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; make for smoother sun transition at the cost of network
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;update_interval = 100
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[ScriptEngine.DotNetEngine]
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Enabled = true
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ScriptDelayFactor = 1.0
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ScriptDistanceLimitFactor = 1.0
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;
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; These settings are specific to DotNetEngine script engine
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; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file.
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;
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; When a script receives an event the event is queued.
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; Any free thread will start executing this event. One script can only have one event executed simultaneously.
|
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; If you have only one thread, and one script has a loop or does a lot of work, then no other scripts can run at the same time.
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; Same if you have 10 threads, then only 10 scripts can be run simultaneously.
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||||
; But because most scripts exit after their task, the threads are free to go on to the next script.
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||||
; Refresh ScriptEngine config options (these settings) every xx seconds
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; 0 = Do not refresh
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; Set it to number of seconds between refresh, for example 30.
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; Will allow you to change ScriptEngine settings while server is running just by using "CONFIG SET" on console
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; For example to increase or decrease number of threads: CONFIG SET NumberOfScriptThreads 10
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; NOTE! Disabled for now. Feature does not work.
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RefreshConfig=0
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; Number of threads to use for script event execution
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; Threads are shared across all regions
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NumberOfScriptThreads=2
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; Script event execution thread priority inside application.
|
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; Valid values: Lowest, BelowNormal, Normal, AboveNormal, Highest
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ScriptThreadPriority=BelowNormal
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|
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; How long MAX should a script event be allowed to run (per event execution)?
|
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; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function
|
||||
; There is also a small speed penalty for every kill that is made
|
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MaxEventExecutionTimeMs=5000
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||||
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; Should we enable the max script event execution thread to look for scripts that exceed their timeslice?
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||||
EnforceMaxEventExecutionTime=true
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; Should we stop the script completely when time exceeds?
|
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; This is useful if you have a high <MaxEventExecutionTimeMs> and want to deactivate scripts that go wrong
|
||||
; Note that for example physics engine can slow down the system and make scripts spend more time
|
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DeactivateScriptOnTimeout=false
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||||
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; If no scripts have executed in this pass how long should we sleep before checking again
|
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; Impact:
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||||
; Too low and you will waste lots of CPU
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; Too high and people touching object or similar will have to wait up to this amount of time before script responding
|
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SleepTimeIfNoScriptExecutionMs=50
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; AppDomains are used for two things:
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; * Security: Scripts inside AppDomains are limited in permissions.
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; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded.
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; AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims).
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; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
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ScriptsPerAppDomain=1
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; MaintenanceLoop
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||||
; How often to run maintenance loop
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||||
; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time
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||||
MaintenanceLoopms=50
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||||
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||||
; How many maintenanceloops between each of these.
|
||||
; (if 2 then function will be executed every MaintenanceLoopms*2 ms)
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||||
; Script loading/unloading
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||||
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||||
; How long load/unload thread should sleep if there is nothing to do
|
||||
; Higher value makes it respond slower when scripts are added/removed from prims
|
||||
; But once active it will process all in queue before sleeping again
|
||||
MaintenanceLoopTicks_ScriptLoadUnload=1
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||||
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||||
; Other tasks
|
||||
; check if we need to reload config, adjust running config and enforce max execution time
|
||||
MaintenanceLoopTicks_Other=10
|
||||
|
||||
; Allow the use of os* functions (some are dangerous)
|
||||
; Default is false
|
||||
AllowOSFunctions = false
|
||||
|
||||
; Threat level to allow if os functions are enabled
|
||||
; One of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
|
||||
; Default is VeryLow
|
||||
OSFunctionThreatLevel = VeryLow
|
||||
|
||||
; Maximum number of items in load/unload queue before we start rejecting loads
|
||||
; Note that we will only be rejecting load. Unloads will still be able to queue.
|
||||
LoadUnloadMaxQueueSize=100
|
||||
|
||||
; Maximum number of (LSL) events that can be queued before new events are ignored.
|
||||
EventExecutionMaxQueueSize=300
|
||||
|
||||
; Async LL command sleep
|
||||
; If no async LL commands are waiting, how long should thread sleep before checking again
|
||||
; Async LL commands are LSL-commands that causes an event to be fired back with result
|
||||
; currently unused
|
||||
; AsyncLLCommandLoopms=50
|
||||
|
||||
; When script is converted from LSL to C#, or just plain compiled, a copy of the script source will be put in the ScriptEngine folder
|
||||
WriteScriptSourceToDebugFile=false
|
||||
|
||||
; Specify default script compiler
|
||||
; If you do not specify //cs, //vb, //js or //lsl tag as the first characters of your script then the default compiler will be chosen
|
||||
; Valid languages are: lsl, cs, js and vb
|
||||
DefaultCompileLanguage=lsl
|
||||
|
||||
; Specify what compilers are allowed to be used
|
||||
; Note vb only works on Windows for now (Mono lacks VB compile support)
|
||||
; Valid languages are: lsl, cs, js and vb
|
||||
; 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 scripts with debugging
|
||||
; Probably a thousand times slower, but gives you a line number when something goes wrong.
|
||||
CompileWithDebugInformation=true
|
||||
|
||||
; Remove old scripts on next startup
|
||||
; currently unused
|
||||
;CleanUpOldScriptsOnStartup=true
|
||||
|
||||
|
||||
[LL-Functions]
|
||||
; Set the following to true to allow administrator owned scripts to execute console commands
|
||||
; currently unused
|
||||
; AllowosConsoleCommand=false
|
||||
|
||||
AllowGodFunctions = false
|
||||
|
||||
; Maximum number of llListen events we allow per script
|
||||
; Set this to 0 to have no limit imposed.
|
||||
max_listens_per_script = 64
|
||||
|
||||
|
||||
[DataSnapshot]
|
||||
; The following set of configs pertains to search.
|
||||
@@ -346,6 +848,203 @@ InterregionComms = "RESTComms"
|
||||
;data_services="http://metaverseink.com/cgi-bin/register.py"
|
||||
|
||||
|
||||
[Economy]
|
||||
; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only -
|
||||
; In grid mode, use this currency XMLRPC server. Leave blank for normal functionality
|
||||
CurrencyServer = ""
|
||||
; "http://192.168.1.127/currency.php"
|
||||
|
||||
; In grid mode, this is the land XMLRPC server. Leave blank for normal functionality
|
||||
LandServer = ""
|
||||
;"http://192.168.1.127/landtool.php"
|
||||
|
||||
; 45000 is the highest value that the sim could possibly report because of protocol constraints
|
||||
ObjectCapacity = 45000
|
||||
|
||||
; Money Unit fee to upload textures, animations etc
|
||||
PriceUpload = 0
|
||||
|
||||
; Money Unit fee to create groups
|
||||
PriceGroupCreate = 0
|
||||
|
||||
; This is the account Money goes to for fees. Remember, economy requires that money circulates somewhere... even if it's an upload fee
|
||||
EconomyBaseAccount = 00000000-0000-0000-0000-000000000000
|
||||
|
||||
; This is the type of user that will pay fees.
|
||||
; Set this to 2 for users, estate managers and Estate Owners
|
||||
; Set this to 1 for Users and Estate Managers
|
||||
; Set this to 0 for Users only.
|
||||
; -1 disables
|
||||
UserLevelPaysFees = -1
|
||||
|
||||
; Amount to give to user as a stipend
|
||||
UserStipend = 1000
|
||||
|
||||
; When a user gets low on money units and logs off, then logs back on, issue a new stipend if they have less money units then this
|
||||
; amount. Be aware that the account money isn't stored anywhere so users will get a stipend if you restart the simulator
|
||||
IssueStipendWhenClientIsBelowAmount = 10
|
||||
|
||||
; If this is true, the simulator will remember account balances until the simulator is shutdown or restarted.
|
||||
KeepMoneyAcrossLogins = true
|
||||
|
||||
; We don't really know what the rest of these values do. These get sent to the client
|
||||
; These taken from Agni at a Public Telehub. Change at your own risk.
|
||||
ObjectCount = 0
|
||||
PriceEnergyUnit = 100
|
||||
PriceObjectClaim = 10
|
||||
PricePublicObjectDecay = 4
|
||||
PricePublicObjectDelete = 4
|
||||
PriceParcelClaim = 1
|
||||
PriceParcelClaimFactor = 1
|
||||
|
||||
PriceRentLight = 5
|
||||
TeleportMinPrice = 2
|
||||
TeleportPriceExponent = 2
|
||||
EnergyEfficiency = 1
|
||||
PriceObjectRent = 1
|
||||
PriceObjectScaleFactor = 10
|
||||
PriceParcelRent = 1
|
||||
|
||||
|
||||
[SVN]
|
||||
Enabled = false
|
||||
Directory = SVNmodule\repo
|
||||
URL = "svn://your.repo.here/"
|
||||
Username = "user"
|
||||
Password = "password"
|
||||
ImportOnStartup = false
|
||||
Autosave = false
|
||||
AutoSavePeriod = 15 ; Number of minutes between autosave backups
|
||||
|
||||
|
||||
[XEngine]
|
||||
; 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
|
||||
|
||||
; 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 thread created
|
||||
ThreadStackSize = 262144
|
||||
|
||||
; Rate to poll for asynchronous command replies (ms)
|
||||
; currently unused
|
||||
;AsyncLLCommandLoopms = 50
|
||||
|
||||
; Save the source of all compiled scripts
|
||||
WriteScriptSourceToDebugFile = false
|
||||
|
||||
; Default language for scripts
|
||||
DefaultCompileLanguage = lsl
|
||||
|
||||
; List of allowed languages (lsl,vb,js,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 use of os* functions (some are dangerous)
|
||||
AllowOSFunctions = false
|
||||
|
||||
; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
|
||||
OSFunctionThreatLevel = VeryLow
|
||||
|
||||
; Interval (s) between background save of script states
|
||||
SaveInterval = 120
|
||||
|
||||
; Interval (s) between maintenance runs (0 = disable)
|
||||
MaintenanceInterval = 10
|
||||
|
||||
; Time a script can spend in an event handler before it is interrupted
|
||||
EventLimit = 30
|
||||
|
||||
; If a script overruns it's event limit, kill the script?
|
||||
KillTimedOutScripts = false
|
||||
|
||||
; Sets the multiplier for the scripting delays
|
||||
ScriptDelayFactor = 1.0
|
||||
|
||||
; The factor the 10 m distances llimits are multiplied by
|
||||
ScriptDistanceLimitFactor = 1.0
|
||||
|
||||
; 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
|
||||
|
||||
; Allow for llCreateLink and llBreakLink to work without asking for permission
|
||||
; only enable this in a trusted environment otherwise you may be subject to hijacking
|
||||
; AutomaticLinkPermission = false
|
||||
|
||||
|
||||
[GridInfo]
|
||||
; These settings are used to return information on a get_grid_info call.
|
||||
; Client launcher scripts and third-party clients make use of this to
|
||||
; autoconfigure the client and to provide a nice user experience. If you
|
||||
; want to facilitate that, you should configure the settings here according
|
||||
; to your grid or standalone setup.
|
||||
;
|
||||
; See http://opensimulator.org/wiki/GridInfo
|
||||
|
||||
; login uri: for grid this is the user server URI
|
||||
login = http://127.0.0.1:9000/
|
||||
|
||||
; long grid name: the long name of your grid
|
||||
gridname = "the lost continent of hippo"
|
||||
|
||||
; short grid name: the short name of your grid
|
||||
gridnick = "hippogrid"
|
||||
|
||||
; login page: optional: if it exists it will be used to tell the client to use
|
||||
; this as splash page
|
||||
; currently unused
|
||||
;welcome = http://127.0.0.1/welcome
|
||||
|
||||
; helper uri: optional: if it exists if will be used to tell the client to use
|
||||
; this for all economy related things
|
||||
; currently unused
|
||||
;economy = http://127.0.0.1:9000/
|
||||
|
||||
; web page of grid: optional: page providing further information about your grid
|
||||
; currently unused
|
||||
;about = http://127.0.0.1/about/
|
||||
|
||||
; account creation: optional: page providing further information about obtaining
|
||||
; a user account on your grid
|
||||
; currently unused
|
||||
;register = http://127.0.0.1/register
|
||||
|
||||
; help: optional: page providing further assistance for users of your grid
|
||||
; currently unused
|
||||
;help = http://127.0.0.1/help
|
||||
|
||||
; password help: optional: page providing password assistance for users of your grid
|
||||
; currently unused
|
||||
;password = http://127.0.0.1/password
|
||||
|
||||
|
||||
[OpenGridProtocol]
|
||||
;These are the settings for the Open Grid Protocol.. the Agent Domain, Region Domain, you know..
|
||||
;On/true or Off/false
|
||||
@@ -354,3 +1053,62 @@ InterregionComms = "RESTComms"
|
||||
;Name Prefix/suffix when using OGP
|
||||
ogp_firstname_prefix=""
|
||||
ogp_lastname_suffix="_EXTERNAL"
|
||||
|
||||
|
||||
[Concierge]
|
||||
; Enable concierge module
|
||||
; Default is false
|
||||
enabled = false
|
||||
|
||||
; name of the concierge
|
||||
whoami = "jeeves"
|
||||
|
||||
; password for updating the welcome message templates via XmlRpc
|
||||
password = SECRET
|
||||
|
||||
; regex specifying for which regions concierge service is desired; if
|
||||
; empty, then for all
|
||||
regions = "^MeetingSpace-"
|
||||
|
||||
; for each region that matches the regions regexp you can provide
|
||||
; (optionally) a welcome template using format substitution:
|
||||
; {0} is replaced with the name of the avatar entering the region
|
||||
; {1} is replaced with the name of the region
|
||||
; {2} is replaced with the name of the concierge (whoami variable above)
|
||||
|
||||
welcomes = /path/to/welcome/template/directory
|
||||
|
||||
; Concierge can send attendee lists to an event broker whenever an
|
||||
; avatar enters or leaves a concierged region. the URL is subject
|
||||
; to format substitution:
|
||||
; {0} is replaced with the region's name
|
||||
; {1} is replaced with the region's UUID
|
||||
broker = "http://broker.place.com/{1}"
|
||||
|
||||
|
||||
[Trees]
|
||||
; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying
|
||||
; default is false
|
||||
active_trees = false
|
||||
|
||||
; Density of tree population
|
||||
tree_density = 1000.0
|
||||
|
||||
|
||||
[RegionReady]
|
||||
; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
|
||||
; default is false
|
||||
enabled = false
|
||||
|
||||
; Channel on which to signal region readiness through a message
|
||||
; formatted as follows: "{0|1},n,[oar error]"
|
||||
; - the first number indicating whether the OAR file loaded ok (1 == ok, 0 == error)
|
||||
; - the second number indicates how many scrips failed to compile
|
||||
; - "oar error" if supplied, provides the error message from the OAR load
|
||||
channel_notify = -800
|
||||
|
||||
|
||||
[MRM]
|
||||
; Enables the Mini Region Modules Script Engine. WARNING: SECURITY RISK.
|
||||
; default is false
|
||||
Enabled = false
|
||||
|
||||
Reference in New Issue
Block a user