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Set av_capsule_tilted to false in opensim.ini. Default is true, so there is no change in avatar behavior (and no breaking of existing content which relies on the tilted capsule). This commit straightens up the avatar capsule so it behaves consistently (e.g. same collision behavior against prims regardless of which direction the avatar is coming from; ability to fit through narrow doorways). Please note this introduces other side effects which have not been fixed. In particular: * The avatar frequently falls through the terrain if it is not flat, though the avatar behaves pretty well on flat terrain. This requires investigation of the ode terrain collider. * The apparent foot position of the avatar with respect to the ground is changed. This requires investigation of the avatar height/capsule height. Please consider this as work in progress.
1294 lines
48 KiB
Plaintext
1294 lines
48 KiB
Plaintext
[Startup]
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; Set this to true if you want to log crashes to disk
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; this can be useful when submitting bug reports.
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save_crashes = false
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; Directory to save crashes to if above is enabled
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; (eg default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
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crash_dir = "crashes"
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; Place to create a PID file
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; PIDFile = "/tmp/my.pid"
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; Http proxy support for llHTTPRequest and dynamic texture loading
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; Set HttpProxy to the URL for your proxy server if you would like
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; to proxy llHTTPRequests through a firewall
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; HttpProxy = "http://proxy.com"
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; Set HttpProxyExceptions to a list of regular expressions for
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; URLs that you don't want going through the proxy such as servers
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; inside your firewall, separate patterns with a ';'
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; HttpProxyExceptions = ".mydomain.com;localhost"
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; Set this to true if you are connecting your OpenSimulator regions to a grid
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; Set this to false if you are running OpenSimulator in standalone mode
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gridmode = false
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; Set this to true if you want this OpenSimulator to run the Hypergrid functionality
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hypergrid = false
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startup_console_commands_file = "startup_commands.txt"
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shutdown_console_commands_file = "shutdown_commands.txt"
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; To run a script every few minutes, set the script filename here
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; timer_Script = "filename"
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; ##
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; ## CLIENTS
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; ##
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; Enables EventQueueGet Service.
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EventQueue = true
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; Set this to the DLL containig the client stack to use.
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clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
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; ##
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; ## REGIONS
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; ##
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; Determine where OpenSimulator looks for the files which tell it which regions to server
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; Defaults to "filesystem" if this setting isn't present
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region_info_source = "filesystem"
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; region_info_source = "web"
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; Determines where the region XML files are stored if you are loading these from the filesystem.
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; Defaults to bin/Regions in your OpenSimulator installation directory
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; regionload_regionsdir="C:\somewhere\xmlfiles\"
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; Determines the page from which regions xml is retrieved if you are loading these from the web
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; The XML here has the same format as it does on the filesystem (including the <Root> tag),
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; except that everything is also enclosed in a <Regions> tag.
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; regionload_webserver_url = "http://example.com/regions.xml";
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; Draw objects on maptile. This step might take a long time if you've got a huge amount of
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; objects, so you can turn it off here if you'd like.
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DrawPrimOnMapTile = true
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; Use terrain texture for maptiles if true, use shaded green if false
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TextureOnMapTile = false
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; Maximum total size, and maximum size where a prim can be physical
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NonPhysicalPrimMax = 256
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PhysicalPrimMax = 10
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ClampPrimSize = false
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; Region crossing
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AllowScriptCrossing = false
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; If you set this to "true", any region that can teleport to you can
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; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
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; YOU HAVE BEEN WARNED!!!
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TrustBinaries = false
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; How many prims to send to each avatar in the scene on each Update()
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; MaxPrimsPerFrame = 200
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; ##
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; ## STORAGE
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; ##
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; *** Prim Storage - only leave one storage_plugin uncommented ***
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; --- Null stores nothing - effectively disabling persistence:
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;storage_plugin = "OpenSim.Data.Null.dll"
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; --- To use sqlite as region storage:
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storage_plugin = "OpenSim.Data.SQLite.dll"
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storage_connection_string="URI=file:OpenSim.db,version=3";
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; --- To use MySQL storage, supply your own connectionstring (this is only an example):
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; note that the supplied account needs create privilegies if you want it to auto-create needed tables.
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; storage_plugin="OpenSim.Data.MySQL.dll"
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; storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
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; If you want to use a different database/server for estate data, then
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; uncomment and change this connect string. Defaults to the above if not set
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; estate_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
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; Select whether you want to use local or grid asset storage.
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;
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; If you're running in standalone, you definitely want local, since there is no grid (hence this is redundant, and should
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; really be eliminated). The database itself is defined in asset_plugin below
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;
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; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
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; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
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; locally. This will mean you won't be able to take items using your assets to other people's regions.
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; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
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; prevent frequently changing objects from heavily loading the region data store.
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; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
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;
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; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
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MinimumTimeBeforePersistenceConsidered = 60
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; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
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MaximumTimeBeforePersistenceConsidered = 600
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; Should avatars in neighbor sims see objects in this sim?
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see_into_this_sim_from_neighbor = True
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; ##
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; ## PHYSICS
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; ##
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; 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.
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physical_prim = true
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; Select a mesher here. ZeroMesher is save and fast.
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; ZeroMesher also means that the physics engine models the physics of prims
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; sticking to the basic shapes the engine does support. Usually this is only a box.
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; Meshmerizer gives a better handling of complex prims by using triangle meshes.
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; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
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;
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meshing = ZeroMesher
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;meshing = Meshmerizer
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; Choose one of the physics engines below
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physics = basicphysics
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;physics = POS
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;physics = OpenDynamicsEngine
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;physics = modified_BulletX
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; ##
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; ## PERMISSIONS
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; ##
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;permissionmodules = "DefaultPermissionsModule"
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; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
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; any item, etc. This may not yet be implemented uniformally.
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; If set to true, then all permissions checks are carried out
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; Default is false
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serverside_object_permissions = false
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allow_grid_gods = false
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; This allows somne control over permissions
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; please note that this still doesn't duplicate SL, and is not intended to
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;region_owner_is_god = true
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;parcel_owner_is_god = true
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; Control user types that are allowed to create new scripts
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; Only enforced if serviceside_object_permissions is true
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;
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; Current possible values are
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; all - anyone can create scripts (subject to normal permissions)
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; gods - only administrators can create scripts (as long as allow_grid_gods is true)
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; Default value is all
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; allowed_script_creators = all
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; Control user types that are allowed to edit (save) scripts
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; Only enforced if serviceside_object_permissions is true
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;
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; Current possible values are
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; all - anyone can edit scripts (subject to normal permissions)
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; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
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; Default value is all
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; allowed_script_editors = all
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; ##
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; ## SCRIPT ENGINE
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; ##
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;DefaultScriptEngine = "ScriptEngine.DotNetEngine"
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DefaultScriptEngine = "XEngine"
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; ##
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; ## WORLD MAP
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; ##
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;WorldMapModule = "WorldMap"
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;MapImageModule = "MapImageModule"
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; ##
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; ## Scripting XMLRPC mapper
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; ##
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; If enabled, this will post an event, "xmlrpc_uri(string)" to the
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; script concurrently with the first remote_data event.
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; This will contain the fully qualified URI an external site needs
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; to use to send XMLRPC requests to that script
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;XmlRpcRouterModule = "XmlRpcRouterModule"
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; ##
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; ## EMAIL MODULE
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; ##
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;emailmodule = DefaultEmailModule
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; ##
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; ## ANIMATIONS
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; ##
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; If enabled, enableFlySlow will change the primary fly state to
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; FLYSLOW, and the "always run" state will be the regular fly.
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enableflyslow = false
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; PreJump is an additional animation state, but it probably
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; won't look right until the physics engine supports it
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; (i.e delays takeoff for a moment)
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; This is commented so it will come on automatically once it's
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; supported.
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; enableprejump = true
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; Simulator Stats URI
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; Enable JSON simulator data by setting a URI name (case sensitive)
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; Stats_URI = "jsonSimStats"
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[SMTP]
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enabled=false
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;enabled=true
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;internal_object_host=lsl.opensim.local
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;host_domain_header_from=127.0.0.1
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;SMTP_SERVER_HOSTNAME=127.0.0.1
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;SMTP_SERVER_PORT=25
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;SMTP_SERVER_LOGIN=foo
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;SMTP_SERVER_PASSWORD=bar
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[Communications]
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;InterregionComms = "LocalComms"
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InterregionComms = "RESTComms"
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[StandAlone]
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accounts_authenticate = true
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welcome_message = "Welcome to OpenSimulator"
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; Inventory database provider
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inventory_plugin = "OpenSim.Data.SQLite.dll"
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; inventory_plugin = "OpenSim.Data.MySQL.dll"
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; inventory_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
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; Inventory source SQLite example
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inventory_source = "URI=file:inventoryStore.db,version=3"
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; Inventory Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
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; inventory_source = "SQLiteDialect;SqliteClientDriver;URI=file:Inventory.db,version=3"
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; Inventory Source MySQL example
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;inventory_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
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; User Data Database provider
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;
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; Multiple providers can be specified by separating them with commas (whitespace is unimportant)
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; If multiple providers are specified then if a profile is requested, each is queried until one
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; provides a valid profile, or until all providers have been queried.
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; Unfortunately the order of querying is currently undefined (it may not be the order in which
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; providers are specified here). This needs to be fixed
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;
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userDatabase_plugin = "OpenSim.Data.SQLite.dll"
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; userDatabase_plugin = "OpenSim.Data.MySQL.dll"
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; userDatabase_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
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; User source SQLite example
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user_source = "URI=file:userprofiles.db,version=3"
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; User Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING)
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; user_source = "SQLiteDialect;SqliteClientDriver;URI=file:User.db,version=3"
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; User Source MySQL example
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;user_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
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; Specifies the location and filename of the default inventory library control file. The path can be relative or absolute
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; Default is ./inventory/Libraries.xml
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LibrariesXMLFile="./inventory/Libraries.xml"
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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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; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we
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; will actually push down data at a maximum rate of 750 kilobits per second).
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;
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; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster
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; than its UI allows the setting to go. This may be okay in some situations, such as standalone OpenSim
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; applications on a LAN. However, the greater the multipler, the higher the risk of packet drop, resulting
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; in symptoms such as missing terrain or objects. A much better solution is to change the client UI to allow
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; higher network bandwidth settings directly, though this isn't always possible.
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;
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; Currently this setting is 2 by default because we currently send much more texture data than is strictly
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; necessary. A setting of 1 could result in slow texture transfer. This will be fixed when the transfer
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; of textures at different levels of quality is improved.
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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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; the client socket receive buffer size determines how many
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; incoming requests we can process; the default on .NET is 8192
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; which is about 2 4k-sized UDP datagrams. On mono this is
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; whatever the underlying operating system has as default; for
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; example, ubuntu 8.04 or SLES11 have about 111k, which is about
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; 27 4k-sized UDP datagrams (on linux platforms you can [as root]
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; do "sysctl net.core.rmem_default" to find out what your system
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; uses a default socket receive buffer size.
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;
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; client_socket_rcvbuf_size allows you to specify the receive
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; buffer size LLUDPServer should use. NOTE: this will be limited
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; by the system's settings for the maximum client receive buffer
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; size (on linux systems you can set that with "sysctl -w
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; net.core.rmem_max=X")
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;
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; client_socket_rcvbuf_size = 8388608
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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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; MessageTransferModule = MessageTransferModule
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; OfflineMessageModule = OfflineMessageModule
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; OfflineMessageURL = http://yourserver/Offline.php
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; MuteListModule = MuteListModule
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; MuteListURL = http://yourserver/Mute.php
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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
|
|
av_capsule_standup_tensor_win = 550000
|
|
av_capsule_standup_tensor_linux = 550000
|
|
|
|
; specifies if the capsule should be tilted (=true; old compatibility mode)
|
|
; or straight up-and-down (=false; better and more consistent physics behavior)
|
|
av_capsule_tilted = true
|
|
|
|
; used to calculate mass of avatar.
|
|
; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
|
|
; av_density * AVvolume;
|
|
av_density = 80
|
|
|
|
; use this value to cut 52% of the height the sim gives us
|
|
av_height_fudge_factor = 0.52
|
|
|
|
; Movement. Smaller is faster.
|
|
|
|
; speed of movement with Always Run off
|
|
av_movement_divisor_walk = 1.3
|
|
|
|
; speed of movement with Always Run on
|
|
av_movement_divisor_run = 0.8
|
|
|
|
; When the avatar flies, it will be moved up by this amount off the ground (in meters)
|
|
minimum_ground_flight_offset = 3.0
|
|
|
|
; ##
|
|
; ## Object options
|
|
; ##
|
|
|
|
; used in the mass calculation.
|
|
geometry_default_density = 10.000006836
|
|
|
|
; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
|
|
body_frames_auto_disable = 20
|
|
|
|
; used to control llMove2Target
|
|
body_pid_derivative = 35
|
|
body_pid_gain = 25
|
|
|
|
; amount of time a geom/body will try to cross a region border before it gets disabled
|
|
geom_crossing_failures_before_outofbounds = 5
|
|
|
|
; start throttling the object updates if object comes in contact with 3 or more other objects
|
|
geom_contactpoints_start_throttling = 3
|
|
|
|
; send 1 update for every x updates below when throttled
|
|
geom_updates_before_throttled_update = 15
|
|
|
|
; Used for llSetStatus. How rigid the object rotation is held on the axis specified
|
|
body_motor_joint_maxforce_tensor_linux = 5
|
|
body_motor_joint_maxforce_tensor_win = 5
|
|
|
|
; ##
|
|
; ## Sculpted Prim settings
|
|
; ##
|
|
|
|
; Do we want to mesh sculpted prim to collide like they look?
|
|
mesh_sculpted_prim = true
|
|
|
|
; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
|
|
mesh_lod = 32
|
|
|
|
; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
|
|
mesh_physical_lod = 16
|
|
|
|
; ##
|
|
; ## Physics logging settings - logfiles are saved to *.DIF files
|
|
; ##
|
|
|
|
; default is false
|
|
;physics_logging = true
|
|
;; every n simulation iterations, the physics snapshot file is updated
|
|
;physics_logging_interval = 50
|
|
;; append to existing physics logfile, or overwrite existing logfiles?
|
|
;physics_logging_append_existing_logfile = true
|
|
|
|
; ##
|
|
; ## Joint support
|
|
; ##
|
|
|
|
; if you would like physics joints to be enabled through a special naming convention in the client, set this to true.
|
|
; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
|
|
; default is false
|
|
;use_NINJA_physics_joints = true
|
|
|
|
; ##
|
|
; ## additional meshing options
|
|
; ##
|
|
|
|
; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and
|
|
; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to
|
|
; true. Note that this will increase memory usage and region startup time. Default is false.
|
|
;force_simple_prim_meshing = true
|
|
|
|
|
|
|
|
[RemoteAdmin]
|
|
enabled = false
|
|
access_password = unknown
|
|
|
|
; 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 [default: false]
|
|
|
|
create_region_enable_voice = 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) [default: true]
|
|
|
|
create_region_public = false
|
|
|
|
|
|
; the create_region XmlRpc call uses region_file_template to generate
|
|
; the file name of newly create regions (if they are created
|
|
; persistent). the parameter available are:
|
|
; {0} - X location
|
|
; {1} - Y location
|
|
; {2} - region UUID
|
|
; {3} - region port
|
|
; {4} - region name with " ", ":", "/" mapped to "_"
|
|
|
|
region_file_template = "{0}x{1}-{2}.xml"
|
|
|
|
; we can limit the number of regions that XmlRpcCreateRegion will
|
|
; allow by setting this to a positive, non-0 number: as long as the
|
|
; number of regions is below region_limits, XmlRpcCreateRegion will
|
|
; succeed. setting region_limit to 0 disables the check.
|
|
; default is 0
|
|
;region_limit = 0
|
|
|
|
; enable only those methods you deem to be appropriate using a | delimited whitelist
|
|
; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml
|
|
; if this parameter is not specified but enabled = true, all methods will be available
|
|
enabled_methods = all
|
|
|
|
|
|
[RestPlugins]
|
|
; Change this to true to enable REST Plugins. This must be true if you wish to use
|
|
; REST Region or REST Asset and Inventory Plugins
|
|
enabled = false
|
|
god_key = SECRET
|
|
prefix = /admin
|
|
|
|
|
|
[RestRegionPlugin]
|
|
; Change this to true to enable the REST Region Plugin
|
|
enabled = false
|
|
|
|
|
|
[RestHandler]
|
|
; Change this to true to enable the REST Asset and Inventory Plugin
|
|
enabled = false
|
|
authenticate = true
|
|
secured = true
|
|
extended-escape = true
|
|
realm = OpenSim REST
|
|
dump-asset = false
|
|
path-fill = true
|
|
dump-line-size = 32
|
|
flush-on-error = true
|
|
|
|
|
|
; Uncomment the following for IRC bridge
|
|
; experimental, so if it breaks... keep both parts... yada yada
|
|
; also, not good error detection when it fails
|
|
;[IRC]
|
|
;enabled = true ; you need to set this otherwise it won't connect
|
|
;server = name.of.irc.server.on.the.net
|
|
;; user password - only use this if the server requires one
|
|
;password = mypass
|
|
;nick = OpenSimBotNameProbablyMakeThisShorter
|
|
;channel = #the_irc_channel_you_want_to_connect_to
|
|
;user = "USER OpenSimBot 8 * :I'm an OpenSim to IRC bot"
|
|
;port = 6667
|
|
;; channel to listen for configuration commands
|
|
;commands_enabled = false
|
|
;command_channel = 2777
|
|
;report_clients = true
|
|
;; relay private chat connections
|
|
;; relay_private_channels = true: will relay IRC chat from/to private in-world channels
|
|
;; relay_private_channel_out -- channel to send messages out to the IRC bridge
|
|
;; relay_private_channel_in -- channel to receive message from the IRC bridge
|
|
;; relay_chat = false: IRC bridge will not relay normal chat
|
|
;; access_password -- simple security device
|
|
;;
|
|
;; so, to just relay chat from an IRC channel to in-world region and vice versa:
|
|
;;
|
|
;; relay_private_channels = false
|
|
;; relay_chat = true
|
|
;;
|
|
;; to relay chat only to/from private in-world channels:
|
|
;;
|
|
;; relay_chat = false
|
|
;; relay_private_channels = true
|
|
;; relay_private_channel_in = 2226
|
|
;; relay_private_channel_out = 2225
|
|
;;
|
|
;; in this example, all chat coming in from IRC will be send out via
|
|
;; in-world channel 2226, and all chat from in-world channel 2225 will
|
|
;; be relayed to the IRC channel.
|
|
;;
|
|
;relay_private_channels = false
|
|
;relay_private_channel_in = 2226
|
|
;relay_private_channel_out = 2225
|
|
;relay_chat = true
|
|
;access_password = foobar
|
|
|
|
;fallback_region = name of "default" region
|
|
;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
|
|
; must start with "PRIVMSG {0} : " or irc server will get upset
|
|
;for <bot>:<user in region> :<message>
|
|
;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
|
|
;for <bot>:<message> - <user of region> :
|
|
msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
|
|
;for <bot>:<message> - from <user> :
|
|
;msgformat = "PRIVMSG {0} : {3} - from {1}"
|
|
|
|
;[CMS]
|
|
;enabled = true
|
|
;channel = 345
|
|
|
|
; Uncomment the following to control the progression of daytime
|
|
; in the Sim. The defaults are what is shown below
|
|
;[Sun]
|
|
; number of wall clock hours for an opensim day. 24.0 would mean realtime
|
|
;day_length = 4
|
|
; Year length in days
|
|
;year_length = 60
|
|
; Day to Night Ratio
|
|
;day_night_offset = 0.45
|
|
; send a Sun update every update_interval # of frames. A lower number will
|
|
; make for smoother sun transition at the cost of network
|
|
;update_interval = 100
|
|
|
|
|
|
[Wind]
|
|
; Enables the wind module. Default is true
|
|
enabled = true
|
|
|
|
; 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 = 0.0
|
|
; var_direction = 0.0
|
|
; rate_change = 1.0
|
|
|
|
; This setting is specific to the SimpleRandomWind plugin
|
|
; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. Default is 1.0
|
|
strength = 1.0
|
|
|
|
[Cloud]
|
|
; Enable this to generate classic particle clouds above the sim.
|
|
; default is disabled - turn it on here
|
|
enabled = false
|
|
|
|
; Density of cloud cover 0.0 to 1.0 Defult 0.5
|
|
density = 0.5
|
|
|
|
; update interval for the cloud cover data returned by llCloud().
|
|
; default is 1000
|
|
cloud_update_rate = 1000
|
|
|
|
[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
|
|
|
|
|
|
[ScriptEngine.DotNetEngine]
|
|
Enabled = true
|
|
|
|
ScriptDelayFactor = 1.0
|
|
ScriptDistanceLimitFactor = 1.0
|
|
|
|
; Maximum length of notecard line read
|
|
; Increasing this to large values potentially opens
|
|
; up the system to malicious scripters
|
|
; NotecardLineReadCharsMax = 255
|
|
|
|
;
|
|
; These settings are specific to DotNetEngine script engine
|
|
; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file.
|
|
;
|
|
|
|
; When a script receives an event the event is queued.
|
|
; Any free thread will start executing this event. One script can only have one event executed simultaneously.
|
|
; 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.
|
|
; Same if you have 10 threads, then only 10 scripts can be run simultaneously.
|
|
; But because most scripts exit after their task, the threads are free to go on to the next script.
|
|
|
|
; Refresh ScriptEngine config options (these settings) every xx seconds
|
|
; 0 = Do not refresh
|
|
; Set it to number of seconds between refresh, for example 30.
|
|
; Will allow you to change ScriptEngine settings while server is running just by using "CONFIG SET" on console
|
|
; For example to increase or decrease number of threads: CONFIG SET NumberOfScriptThreads 10
|
|
; NOTE! Disabled for now. Feature does not work.
|
|
RefreshConfig=0
|
|
|
|
; Number of threads to use for script event execution
|
|
; Threads are shared across all regions
|
|
NumberOfScriptThreads=2
|
|
|
|
; Script event execution thread priority inside application.
|
|
; Valid values: Lowest, BelowNormal, Normal, AboveNormal, Highest
|
|
ScriptThreadPriority=BelowNormal
|
|
|
|
; How long MAX should a script event be allowed to run (per event execution)?
|
|
; 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
|
|
MaxEventExecutionTimeMs=5000
|
|
|
|
; Should we enable the max script event execution thread to look for scripts that exceed their timeslice?
|
|
EnforceMaxEventExecutionTime=true
|
|
|
|
; Should we stop the script completely when time exceeds?
|
|
; 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
|
|
DeactivateScriptOnTimeout=false
|
|
|
|
; If no scripts have executed in this pass how long should we sleep before checking again
|
|
; Impact:
|
|
; Too low and you will waste lots of CPU
|
|
; Too high and people touching object or similar will have to wait up to this amount of time before script responding
|
|
SleepTimeIfNoScriptExecutionMs=50
|
|
|
|
; AppDomains are used for two things:
|
|
; * Security: Scripts inside AppDomains are limited in permissions.
|
|
; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded.
|
|
; AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims).
|
|
; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
|
|
ScriptsPerAppDomain=1
|
|
|
|
; MaintenanceLoop
|
|
; How often to run maintenance loop
|
|
; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time
|
|
MaintenanceLoopms=50
|
|
|
|
; How many maintenanceloops between each of these.
|
|
; (if 2 then function will be executed every MaintenanceLoopms*2 ms)
|
|
; Script loading/unloading
|
|
|
|
; 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
|
|
|
|
; 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.
|
|
; 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
|
|
; default is false
|
|
index_sims = false
|
|
|
|
; The variable data_exposure controls what the regions expose:
|
|
; minimum: exposes only things explicitly marked for search
|
|
; all: exposes everything
|
|
data_exposure = minimum
|
|
|
|
; If search is on, change this to your grid name; will be ignored for standalones
|
|
gridname = "OSGrid"
|
|
|
|
; 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"
|
|
|
|
; 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]
|
|
; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only -
|
|
|
|
; Enables selling things for $0
|
|
SellEnabled = "false"
|
|
|
|
; 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
|
|
|
|
; 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
|
|
|
|
; Maximum length of notecard line read
|
|
; Increasing this to large values potentially opens
|
|
; up the system to malicious scripters
|
|
; NotecardLineReadCharsMax = 255
|
|
|
|
; Sensor settings
|
|
SensorMaxRange = 96.0
|
|
SensorMaxResults = 16
|
|
|
|
; 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
|
|
ogp_enabled=false
|
|
|
|
;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}"
|
|
|
|
|
|
[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: "{server_startup|oar_file_load},{0|1},n,[oar error]"
|
|
; - the first field indicating whether this is an initial server startup
|
|
; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error)
|
|
; - the third field is a number indicating how many scripts 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
|
|
|
|
[Hypergrid]
|
|
; Keep it false for now. Making it true requires the use of a special client in order to access inventory
|
|
safemode = false
|
|
|
|
[FreeSwitchVoice]
|
|
; In order for this to work you need a functioning freeswitch pbx set
|
|
; up. Configuration for that will be posted in the wiki soon.
|
|
enabled = false
|
|
;FreeSwitch server is going to contact us and ask us all
|
|
;sorts of things.
|
|
freeswitch_server_user = freeswitch
|
|
freeswitch_server_pass = password
|
|
freeswitch_api_prefix = /api
|
|
; this is the IP of your sim
|
|
freeswitch_service_server = ip.address.of.your.sim
|
|
;freeswitch_service_port = 80
|
|
; this should be the same port the region listens on
|
|
freeswitch_service_port = 9000
|
|
freeswitch_realm = ip.address.of.freeswitch.server
|
|
freeswitch_sip_proxy = ip.address.of.freeswitch.server:5060
|
|
freeswitch_attempt_stun = false
|
|
freeswitch_stun_server = ip.address.of.freeswitch.server
|
|
freeswitch_echo_server = ip.address.of.freeswitch.server
|
|
freeswitch_echo_port = 50505
|
|
freeswitch_well_known_ip = ip.address.of.freeswitch.server
|
|
|
|
;Type the address of your http server here, hostname is allowed. This is provided so you can specify a hostname
|
|
;This is used by client for account verification. By default, it's the same as the freeswitch service server.
|
|
|
|
;opensim_well_known_http_address = Address_Of_your_SIM_HTTP_Server_Hostname_Allowed
|
|
|
|
freeswitch_default_timeout = 5000
|
|
freeswitch_subscribe_retry = 120
|
|
; freeswitch_password_reset_url =
|
|
|
|
|
|
[Groups]
|
|
Enabled = false
|
|
|
|
; This is the current groups stub in Region.CoreModules.Avatar.Groups
|
|
Module = Default
|
|
|
|
; The PHP code for the server is available from the Flotsam project for you to deploy
|
|
; to your own server. The Flotsam project is located at http://code.google.com/p/flotsam/
|
|
;
|
|
;Module = XmlRpcGroups
|
|
|
|
;XmlRpcServiceURL = http://yourxmlrpcserver.com/xmlrpc.php
|
|
;XmlRpcServiceReadKey = 1234
|
|
;XmlRpcServiceWriteKey = 1234
|
|
|
|
;XmlRpcMessagingEnabled = true
|
|
;XmlRpcNoticesEnabled = true
|
|
|
|
; This makes the XmlRpcGroups modules very chatty on the console.
|
|
;XmlRpcDebugEnabled = true
|
|
|
|
; Disables HTTP Keep-Alive for Groups Module HTTP Requests, work around for
|
|
; a problem discovered on some Windows based region servers. Only disable
|
|
; if you see a large number (dozens) of the following Exceptions:
|
|
; System.Net.WebException: The request was aborted: The request was canceled.
|
|
;
|
|
; XmlRpcDisableKeepAlive = false
|
|
|
|
[PacketPool]
|
|
; Enables the experimental packet pool. Yes, we've been here before.
|
|
;RecyclePackets = true;
|
|
;RecycleDataBlocks = true;
|
|
|
|
[LLClient]
|
|
; Resend packets markes as reliable until they are received
|
|
;
|
|
;ReliableIsImportant = false
|
|
|
|
; Maximum number of times to resend packets marked reliable
|
|
;
|
|
;MaxReliableResends = 3
|
|
|
|
; Configures how ObjectUpdates are compressed.
|
|
;
|
|
;TerseUpdatesPerPacket=10
|
|
;FullUpdatesPerPacket=14
|
|
;TerseUpdateRate=10
|
|
;FullUpdateRate=14
|
|
|
|
;PacketMTU = 1400
|
|
|
|
; TextureUpdateRate (mS) determines how many times per second
|
|
; texture send processing will occur. The default is 100mS.
|
|
;
|
|
;TextureRequestRate = 100
|
|
|
|
; TextureSendLimit determines how many different textures
|
|
; will be considered on each cycle. Textures are selected
|
|
; by priority. The old mechanism specified a value of 10 for
|
|
; this parameter.
|
|
;
|
|
;TextureSendLimit = 10
|
|
|
|
; TextureDataLimit determines how many packets will be sent for
|
|
; each of the selected textures. Default is 5.
|
|
;
|
|
;TextureDataLimit = 5
|
|
|
|
;;
|
|
;; These are defatuls that are overwritten below in [Architecture].
|
|
;; These defaults allow OpenSim to work out of the box with
|
|
;; zero configuration
|
|
;;
|
|
[DatabaseService]
|
|
StorageProvider = "OpenSim.Data.SQLite.dll"
|
|
|
|
[AssetService]
|
|
DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
|
|
AssetLoaderArgs = "assets/AssetSets.xml"
|
|
|
|
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
;; The following is the configuration section for the new style services
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
[Architecture]
|
|
; Choose exactly one and only one of the architectures below.
|
|
|
|
Include-Standalone = "config-include/Standalone.ini"
|
|
;Include-HGStandalone = "config-include/StandaloneHypergrid.ini"
|
|
;Include-Grid = "config-include/Grid.ini"
|
|
;Include-HGGrid = "config-include/GridHypergrid.ini"
|
|
|
|
; Then choose
|
|
; config-include/StandaloneCommon.ini.example (if you're in standlone) OR
|
|
; config-include/GridCommon.ini.example (if you're connected to a grid)
|
|
; Copy to your own .ini there (without .example extension) and edit it
|
|
; to customize your data
|