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opensim/bin/OpenSim.ini.example
2024-08-16 23:04:40 +01:00

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;; This is the main configuration file for OpenSimulator.
;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
;; If it's named OpenSim.ini.example then you will need to copy it to
;; OpenSim.ini first (if that file does not already exist)
;;
;; Once you have copied OpenSim.ini.example to OpenSim.ini you will at least
;; need to set the constants in the [Const] section and pick an architecture
;; in the [Architecture] section at the end of this file. The architecture
;; will require a suitable .ini file in the config-include directory, either
;; StandaloneCommon.ini or GridCommon.ini which you can copy and modify from the
;; available .example files.
;;
;; The settings in this file are in the form "<key> = <value>". For example,
;; save_crashes = false in the [Startup] section below.
;;
;; All settings are initially commented out and the default value used, as
;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
;; deleting the initial semicolon (;) and then change the value. This will
;; override the value in OpenSimDefaults.ini
;;
;; If you want to find out what configuration OpenSimulator has finished with
;; once all the configuration files are loaded then type "config show" on the
;; region console command line.
;;
;;
;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
;;
;; All leading white space is ignored, but preserved.
;;
;; Double semicolons denote a text comment
;;
;; ;# denotes a configuration directive description
;; formatted as:
;; {option} {depends on} {question to ask} {choices} default value
;; Any text comments following the declaration, up to the next blank line.
;; will be copied to the generated file (NOTE: generation is not yet
;; implemented)
;;
;; A * in the choices list will allow an empty entry.
;; An empty question will set the default if the dependencies are
;; satisfied.
;;
;; ; denotes a commented out option.
;; Any options added to OpenSim.ini.example should be initially commented
;; out.
[Const]
; this section defines constants for grid services
; to simplify other configuration files default settings
;# {BaseHostname} {} {BaseHostname} {"example.com" "127.0.0.1"} "127.0.0.1"
BaseHostname = "127.0.0.1"
;# {BaseURL} {} {BaseURL} {"http://${Const|BaseHostname"}} "http://${Const|BaseHostname}"
BaseURL = http://${Const|BaseHostname}
; If you run a grid, several services should not be availble to world, access to them should be blocked on firewall
; PrivatePort should closed at the firewall.
;# {PublicPort} {} {PublicPort} {8002 9000} "9000"
; in case of a standalone this needs to match the parameter http_listener_port in section [Network] below
; in that case the default is 9000
PublicPort = "9000"
; for a region on a grid, the grid services public port should be used, normal default is 8002
;PublicPort = "8002"
; you can also have them on a diferent url / IP
;# {PrivURL} {} {PrivURL} {"http://${Const|BaseURL}} "${Const|BaseURL}"
PrivURL = ${Const|BaseURL}
;grid default private port 8003, not used in standalone
;# {PrivatePort} {} {PrivatePort} {8003} "8003"
; port to access private grid services.
; grids that run all their regions should deny access to this port
; from outside their networks, using firewalls
PrivatePort = "8003"
[Startup]
;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
;; Console prompt
;; Certain special characters can be used to customize the prompt
;; Currently, these are
;; \R - substitute region name
;; \\ - substitute \
; ConsolePrompt = "Region (\R) "
;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
; ConsoleHistoryFileEnabled = true
;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
;; The history file can be just a filename (relative to OpenSim's bin/ directory
;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
; ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
;; How many lines of command history should we keep? (default is 100)
; ConsoleHistoryFileLines = 100
;# {ConsoleHistoryTimeStamp} {} {Time stamp commands in history file} {} false
;; Time stamp commands in history file (default false)
; ConsoleHistoryTimeStamp = false
;# {save_crashes} {} {Save crashes to disk?} {true false} false
;; Set this to true if you want to log crashes to disk
;; this can be useful when submitting bug reports.
;; However, this will only log crashes within OpenSimulator that cause the
;; entire program to exit
;; It will not log crashes caused by virtual machine failures, which
;; You will need to capture these native stack traces by recording the
;; session log itself.
; save_crashes = false
;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
;; Directory to save crashes to if above is enabled
;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
; crash_dir = "crashes"
;# {PIDFile} {} {Path to PID file?} {}
;; Place to create a PID file
; PIDFile = "/tmp/OpenSim.exe.pid"
;# {RegistryLocation} {} {Addins Registry Location} {}
; Set path to directory for addin registry if you want addins outside of bin.
; Information about the registered repositories and installed plugins will
; be stored here. The OpenSim.exe process must have R/W access to the location.
; RegistryLocation = "."
;# {ConfigDirectory} {} {Set path to directory for modular ini files} {}
; Used by region module addins. You can set this to outside bin, so that addin
; configurations will survive updates. The OpenSim.exe process must have R/W access
; to the location.
; ConfigDirectory = "."
;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
;; Determine where OpenSimulator looks for the files which tell it
;; which regions to server
;; Default is "filesystem"
; region_info_source = "filesystem"
; region_info_source = "web"
;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
;; Determines where the region XML files are stored if you are loading
;; these from the filesystem.
;; Defaults to bin/Regions in your OpenSimulator installation directory
; regionload_regionsdir="C:\somewhere\xmlfiles\"
;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
;; Determines the page from which regions xml is retrieved if you are
;; loading these from the web.
;; The XML here has the same format as it does on the filesystem
;; (including the <Root> tag), except that everything is also enclosed
;; in a <Regions> tag.
; regionload_webserver_url = "http://example.com/regions.xml"
;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
;; Allow the simulator to start up if there are no region configuration available
;; from the selected region_info_source.
; allow_regionless = false
;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
;; Minimum size for non-physical prims. Affects resizing of existing
;; prims. This can be overridden in the region config file (as
;; NonPhysicalPrimMin!).
; NonPhysicalPrimMin = 0.001
;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
;; Maximum size for non-physical prims. Affects resizing of existing
;; prims. This can be overridden in the region config file (as
;; NonPhysicalPrimMax!).
; NonPhysicalPrimMax = 256
;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
;; Minimum size where a prim can be physical. Affects resizing of
;; existing prims. This can be overridden in the region config file.
; PhysicalPrimMin = 0.01
;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
;; Maximum size where a prim can be physical. Affects resizing of
;; existing prims. This can be overridden in the region config file.
; PhysicalPrimMax = 64
;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
;; If a viewer attempts to rez a prim larger than the non-physical or
;; physical prim max, clamp the dimensions to the appropriate maximum
;; This can be overridden in the region config file.
; ClampPrimSize = false
;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
;; Maximum number of prims allowable in a linkset. Affects creating new
;; linksets. Ignored if less than or equal to zero.
;; This can be overridden in the region config file.
; LinksetPrims = 0
;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
;; Allow scripts to keep running when they cross region boundaries, rather
;; than being restarted. State is reloaded on the destination region.
;; This only applies when crossing to a region running in a different
;; simulator.
;; For crossings where the regions are on the same simulator the script is
;; always kept running.
; AllowScriptCrossing = true
;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
;; Allow compiled script binary code to cross region boundaries.
;; If you set this to "true", any region that can teleport to you can
;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
;; YOU HAVE BEEN WARNED!!!
; TrustBinaries = false
;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
;; If you have only one region in an instance, or to avoid the many bugs
;; that you can trigger in modules by restarting a region, set this to
;; true to make the entire instance exit instead of restarting the region.
;; This is meant to be used on systems where some external system like
;; Monit will restart any instance that exits, thereby making the shutdown
;; into a restart.
; InworldRestartShutsDown = false
;; Persistence of changed objects happens during regular sweeps. The
;; following control that behaviour to prevent frequently changing objects
;; from heavily loading the region data store.
;; If both of these values are set to zero then persistence of all changed
;; objects will happen on every sweep.
;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
;; Objects will be considered for persistance in the next sweep when they
;; have not changed for this number of seconds.
; MinimumTimeBeforePersistenceConsidered = 60
;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
;; Objects will always be considered for persistance in the next sweep
;; if the first change occurred this number of seconds ago.
; MaximumTimeBeforePersistenceConsidered = 600
;# {physical_prim} {} {Allow prims to be physical?} {true false} true
;; if you would like to allow prims to be physical and move by physics
;; with the physical checkbox in the client set this to true.
; physical_prim = true
;; Select a mesher here.
;;
;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
;; ZeroMesher is faster but leaves the physics engine to model the mesh
;; using the basic shapes that it supports.
;; Usually this is only a box.
;; Default is Meshmerizer
; meshing = Meshmerizer
; meshing = ZeroMesher
;; select ubODEMeshmerizer only with ubOde physics engine
; meshing = ubODEMeshmerizer
;; Choose one of the physics engines below
;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
;; BulletSim is the default physics engine. It provides the best performance and most functionality.
;; BulletSim supports varregions.
;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
;; It continues to provide a workable physics implementation. It does not currently support varregions.
;; basicphysics effectively does not model physics at all, making all objects phantom.
;; Default is BulletSim
; physics = BulletSim
; physics = basicphysics
; physics = POS
;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
; physics = ubODE
; ubODE does allocate a lot of memory on stack. On linux you may need to increase its limit
; script opensim-ode-sh starts opensim setting that limit. You may need to increase it even more on large regions
; edit the line ulimit -s 262144, and change this last value
;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
;; Default script engine to use (Xengine if all commented)
; DefaultScriptEngine = "XEngine"
;; new alternative engine
;; see section [YEngine] below
; DefaultScriptEngine = "YEngine"
;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
;; required
; HttpProxy = "http://proxy.com:8080"
;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
;; list of regular expressions for URLs that you don't want to go through
;; the proxy.
;; For example, servers inside your firewall.
;; Separate patterns with a ';'
; HttpProxyExceptions = ".mydomain.com;localhost"
;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {DefaultEmailModule} none
;; The email module requires some configuration. It needs an SMTP
;; server to send mail through.
; emailmodule = DefaultEmailModule
;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
;; SpawnPointRouting adjusts the landing for incoming avatars.
;; "closest" will place the avatar at the SpawnPoint located in the closest
;; available spot to the destination (typically map click/landmark).
;; "random" will place the avatar on a randomly selected spawnpoint.
;; "sequence" will place the avatar on the next sequential SpawnPoint.
; SpawnPointRouting = closest
;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
;; TelehubAllowLandmark allows users with landmarks to override telehub
;; routing and land at the landmark coordinates when set to true
;; default is false
; TelehubAllowLandmark = false
;; SSL selfsigned certificate settings.
;; Enable selfsigned certificate creation for local and external use. When set to true, will create a folder SSL\ and 2 sub folders SSL\ssl\ and SSL\src\. Next creates and store an RSA private key in SSL\src\ and the derived selfsigned certificate in SSL\ssl\ folder. Is also possible to renew the certificate on every server restart if CertRenewOnStartup is set to true.
;# {EnbleSelfsignedCertSupport} {} {Enable selfsigned certificate creation and renew} {true false} false
EnableSelfsignedCertSupport = false
;; Is free... so why not :). Renew the selfsigned certificate on every server startup ?
;# {CertRenewOnStartup} {} {renew the selfsigned certificate on the server startup} {true false} true
CertRenewOnStartup = true
;; Certificate options:
;; Set the certificate file name. the output files extensions are CertFileName.p12 and CertFileName.pfx.
;# {CertFileName} {} {set the certificate file name} {} "OpenSim"
CertFileName = "OpenSim"
;; Set the certificate password.
;# {CertPassword} {} {set the certificate password} {} ""
CertPassword = "mycertpass"
;; The certificate host name (domain or IP of this machine CN). Must be the same as "ExternalHostName" in Regions.ini
;# {CertHostName} {} {set the certificate host name} {} "myRegionsExternalHostName"
CertHostName = "myRegionsExternalHostName"
;; The certificate host IP (IP of this machine).
;# {CertHostIp} {} {set the certificate host IP} {}
CertHostIp = "127.0.0.1"
;; SSL certificate validation options
;; you can allow selfsigned certificates or no official CA with next option set to true
;# {NoVerifyCertChain} {} {do not verify SSL Cert Chain} {true false} true
; NoVerifyCertChain = true
;; you can also bypass the hostname or domain verification
;# {NoVerifyCertHostname} {} {do not verify SSL Cert name versus peer name} {true false} true
; NoVerifyCertHostname = true
;; having both options true does provide encryption but with low security
;; set both true if you don't care to use SSL, they are needed to contact regions or grids that do use it.
[AccessControl]
;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
;; Bar (|) separated list of viewers which may gain access to the regions.
;; One can use a substring of the viewer name to enable only certain
;; versions
;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
;; - "Imprudence" has access
;; - "Imprudence 1.3" has access
;; - "Imprudence 1.3.1" has no access
; AllowedClients = ""
;# {DeniedClients} {} {Bar (|) separated list of denied clients} {}
;; Bar (|) separated list of viewers which may not gain access to the regions.
;; One can use a Substring of the viewer name to disable only certain
;; versions
;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
;; - "Imprudence" has no access
;; - "Imprudence 1.3" has no access
;; - "Imprudence 1.3.1" has access
;;
; DeniedClients = ""
[Map]
;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
;; Map tile options.
;; If true, then maptiles are generated using the MapImageModule below.
;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
; GenerateMaptiles = true
;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
;; The module to use in order to generate map images.
;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
;; generate better images.
;MapImageModule = "MapImageModule"
;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
;; If desired, a running region can update the map tiles periodically
;; to reflect building activity. This names no sense of you don't have
;; prims on maptiles. Value is in seconds.
; MaptileRefresh = 0
;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
;; If not generating maptiles, use this static texture asset ID
;; This may be overridden on a per region basis in Regions.ini
; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
;; Use terrain texture for maptiles if true, use shaded green if false
; TextureOnMapTile = true
;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
;; Draw objects on maptile. This step might take a long time if you've
;; got a large number of objects, so you can turn it off here if you'd like.
; DrawPrimOnMapTile = true
;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
;; Texture the faces of the prims that are rendered on the map tiles.
; TexturePrims = true
;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
;; Only texture prims that have a diagonal size greater than this number
; TexturePrimSize = 48
;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
;; Attempt to render meshes and sculpties on the map.
; RenderMeshes = false
;# {MapColorWater} {} {Water color for textured and shaded maps} {"#1D475F"}
; MapColorWater = "#3399FF"
;# {MapColor1} {} {Terrain color 1 for textured maps} {"#A58976"}
; MapColor1 = "#A58976"
;# {MapColor2} {} {Terrain color 2 for textured maps} {"#455931"}
; MapColor2 = "#455931"
;# {MapColor3} {} {Terrain color 3 for textured maps} {"#A29A8D"}
; MapColor3 = "#A29A8D"
;# {MapColor4} {} {Terrain color 4 for textured maps} {"#C8C8C8"}
; MapColor4 = "#C8C8C8"
[Permissions]
;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
;; Permission modules to use, separated by comma.
;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
; permissionmodules = DefaultPermissionsModule
;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
;; These are the parameters for the default permissions module
;;
;; If set to false, then, in theory, the server never carries out
;; permission checks (allowing anybody to copy
;; any item, etc). This may not yet be implemented uniformally.
;; If set to true, then all permissions checks are carried out
; serverside_object_permissions = true
; if next 2 are false, several admin powers are only active if god powers requested on viewer
; this reduces mistakes
; set both to true to enable previous behaviour
automatic_gods = false
implicit_gods = false
;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
;; This allows users with a UserLevel of 200 or more to assume god
;; powers in the regions in this simulator.
;; if you don't trust grid admins, what are you doing there?
allow_grid_gods = true
;; This allows some control over permissions
;; please note that this still doesn't duplicate SL, and is not intended to
;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
;; Allow region owners to assume god powers in their regions
; region_owner_is_god = true
;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
;; Allow region managers to assume god powers in regions they manage
; region_manager_is_god = false
;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
;; More control over permissions
;; This is definitely not SL!
;; Provides a simple control for land owners to give build rights to
;; specific avatars in publicly accessible parcels that disallow object
;; creation in general.
;; Owners specific avatars by adding them to the Access List of the parcel
;; without having to use the Groups feature
; simple_build_permissions = false
[Estates]
; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
; If these values are uncommented then they will be used to create a default estate as necessary.
; New regions will be automatically assigned to that default estate.
;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
;; Name for the default estate
; DefaultEstateName = My Estate
;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
;; Name for default estate owner
; DefaultEstateOwnerName = FirstName LastName
; ** Standalone Estate Settings **
; The following parameters will only be used on a standalone system to
; create an estate owner that does not already exist
;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
;; UUID will be assigned. This is normally what you want
; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
;; Email address for the default estate owner
; DefaultEstateOwnerEMail = owner@domain.com
;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
;; Password for the default estate owner
; DefaultEstateOwnerPassword = password
[SMTP]
;; The SMTP server enabled the email module to send email to external
;; destinations.
;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable module?} {true false} false
;; Enable the email module
; enabled = false
;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable send to objects to regions not on instance?} {true false} true
;; Enable sending email to regions not on current opensimulator instance. Currently does not work
; enableEmailToExternalObjects = true
;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {maximum number of emails from a object owner per hour} {} 500
; MailsFromOwnerPerHour = 500
;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {maximum number of emails to a prim address per hour} {} 50
; MailsToPrimAddressPerHour = 20
;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {maximum number of emails via smtp per day} {} 100
; MailsToAddressPerHour = 500
;SMTP_MailsPerDay = 100
;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {maximum number of emails to a SMTP address per hour} {} 10
; MailsToSMTPAddressPerHour = 10
;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable send to the world?} {true false} true
;; Enable sending email to the world.
; enableEmailToSMTP = true
;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
; internal_object_host = lsl.opensim.local
;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
; if the smtp service allows, the from address will be <objectUUID@host_domain_header_from>
; if not set SMTP_SERVER_FROM below
; host_domain_header_from = "127.0.0.1"
;# {SMTP_SERVER_FROM} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server from name?} {}
; some smtp servers require a known From email address or will give Error 500 - Envelope from address is not authorised
; set to a valid email address that smtp will accept (in some cases must be like SMTP_SERVER_LOGIN)
; SMTP_SERVER_FROM = ""
;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
; email_pause_time = 20
;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
; email_max_size = 4096
;# {SMTP_SERVER_TLS} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP use TLS?} {} false
; SMTP_SERVER_TLS = false
;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
; SMTP_SERVER_HOSTNAME = "127.0.0.1"
;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
; SMTP_SERVER_PORT = 25
;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
; SMTP_SERVER_LOGIN = ""
;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
; SMTP_SERVER_PASSWORD = ""
; using TLS and a smtp server with a self signed certificate you will need to set next two options false
;# {SMTP_VerifyCertChain} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP Verify cert chain option} {} true
; SMTP_VerifyCertChain = true
;# {SMTP_VerifyCertNames} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP Verify cert chain option} {} true
; SMTP_VerifyCertNames = true
[Network]
;# {ConsoleUser} {} {User name for console account} {}
;; Configure the remote console user here. This will not actually be used
;; unless you use -console=rest at startup.
; ConsoleUser = "Test"
;# {ConsolePass} {} {Password for console account} {}
; ConsolePass = "secret"
;# {console_port} {} {Port for console connections} {} 0
; console_port = 0
;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
;; Simulator HTTP port. This is not the region port, but the port the
;; entire simulator listens on. This port uses the TCP protocol, while
;; the region ports use UDP.
; http_listener_port = 9000
; optional main server secure http (ssl)
; to use ssl you need a ssl certificate in PKCS12 format that validates the ExternalHostnames
; or their domains
; some viewers by default only accept certificates signed by a oficial CA
; to use others like self signed certificates with those viewers,
; their debug option NoVerifySSLCert needs to be set true, You need to inform users about this
; the main unsecure port will still open for some services. this may change in future.
; set http_listener_ssl to enable main server ssl. it will replace unsecure port on most functions
;# {http_listener_ssl}{} {enable main server ssl port} {} false
;http_listener_ssl = false
; Set port for main SSL connections
;# {http_listener_sslport}{} {main server ssl port} {} 9001
;http_listener_sslport = 9001 ;
; currently if using ssl, regions ExternalHostName must the the same and equal to http_listener_cn
; this may be removed in future
;# {http_listener_cn}{} {main server ssl externalHostName} {} ""
;http_listener_cn = "myRegionsExternalHostName"
; the path for the certificate path
;# {http_listener_cert_path}{} {main server ssl certificate file path} {} ""
;http_listener_cert_path = "SSL\ssl\OpenSim.p12"
;# {http_listener_cert_pass}{} {main server ssl certificate password} {} ""
;http_listener_cert_pass = "mycertpass"
; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
; this HTTP calls can also use ssl see opensimDefaults.ini
;
; You can whitelist individual endpoints by IP or FQDN, e.g.
;
; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
;
; You can specify multiple addresses by separating them with a bar. For example,
;
; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
;
; If an address if given without a port number then port 80 is assumed
;
; You can also specify a network range in CIDR notation to whitelist, e.g.
;
; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
;
; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
; To specify an individual IP address use the /32 netmask
;
; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
;
; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation
;# {HttpBodyMaxLenMAX} {} {Maximum bytes allowed for HTTP_BODY_MAXLENGTH} {} 16384
;; By default, llHTTPRequest limits the response body to 2048 bytes.
;; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum
;; of HttpBodyMaxLenMAX bytes.
;; Please be aware that the limit can be set to insanely high values,
;; effectively removing any limitation. This will expose your sim to a
;; known attack. It is not recommended to set this limit higher than
;; the highest value that is actually needed by existing applications!
;; 16384 is the SL compatible value.
; HttpBodyMaxLenMAX=16384
;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
;; Hostname to use in llRequestURL/llRequestSecureURL
;; if not defined - llRequestURL/llRequestSecureURL are disabled
;; this should be reachable from internet and point this machine
;; for standalones it can be
ExternalHostNameForLSL = ${Const|BaseHostname}
;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
;; What is reported as the "X-Secondlife-Shard"
;; Defaults to the user server url if not set
;; The old default is "OpenSim", set here for compatibility
;; The below is not commented for compatibility.
shard = "OpenSim"
;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
;; What is reported as the "User-Agent" when using llHTTPRequest
;; Defaults to not sent if not set here. See the notes section in the wiki
;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
;; " (Mozilla Compatible)" to the text where there are problems with a
;; web server
; user_agent = "OpenSim LSL (Mozilla Compatible)"
;; The following 3 variables are for HTTP Basic Authentication for the Robust services.
;; Use this if your central services in port 8003 need to be accessible on the Internet
;; but you want to protect them from unauthorized access. The username and password
;; here need to match the ones in the Robust service configuration.
; AuthType = "BasicHttpAuthentication"
; HttpAuthUsername = "some_username"
; HttpAuthPassword = "some_password"
;;
;; Any of these 3 variables above can be overriden in any of the service sections.
[XMLRPC]
;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
;; If enabled and set to XmlRpcRouterModule, this will post an event,
;; "xmlrpc_uri(string)" to the script concurrently with the first
;; remote_data event. This will contain the fully qualified URI an
;; external site needs to use to send XMLRPC requests to that script
;;
;; If enabled and set to XmlRpcGridRouterModule, newly created channels
;; will be registered with an external service via a configured uri
;XmlRpcRouterModule = "XmlRpcRouterModule"
;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
;XmlRpcPort = 20800
;# {XmlRpcHubURI} {XmlRpcRouterModule} {URI for external service used to register xmlrpc channels created in the simulator. This depends on XmlRpcRouterModule being set to XmlRpcGridRouterModule} {} http://example.com
;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
;; will use this address to register xmlrpc channels on the external
;; service
; XmlRpcHubURI = http://example.com
[ClientStack.LindenUDP]
;; See OpensSimDefaults.ini for the throttle options. You can copy the
;; relevant sections and override them here.
;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
;; with the next update!
;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
;; Quash and remove any light properties from attachments not on the
;; hands. This allows flashlights and lanterns to function, but kills
;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
;; will also be affected.
;; This is especially important in artistic builds that depend on lights
;; on the build for their appearance, since facelights will cause the
;; building's lights to possibly not be rendered.
; DisableFacelights = "false"
[ClientStack.LindenCaps]
;; For the long list of capabilities, see OpenSimDefaults.ini
;; Here are the few ones you may want to change. Possible values
;; are:
;; "" -- empty, capability disabled
;; "localhost" -- capability enabled and served by the simulator
;; "<url>" -- capability enabled and served by some other server
;;
; These are enabled by default to localhost. Change if you see fit.
Cap_GetTexture = "localhost"
Cap_GetMesh = "localhost"
Cap_AvatarPickerSearch = "localhost"
Cap_GetDisplayNames = "localhost"
[SimulatorFeatures]
;# {SearchServerURI} {} {URL of the search server} {}
;; Optional. If given this serves the same purpose as the grid wide
;; [LoginServices] SearchURL setting and will override that where
;; supported by viewers.
;SearchServerURI = "http://127.0.0.1:9000/"
;# {DestinationGuideURI} {} {URL of the destination guide} {}
;; Optional. If given this serves the same purpose as the grid wide
;; [LoginServices] DestinationGuide setting and will override that where
;; supported by viewers.
;DestinationGuideURI = "http://127.0.0.1:9000/guide"
[Chat]
;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
;; Distance in meters that whispers should travel.
; whisper_distance = 10
;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
;; Distance in meters that ordinary chat should travel.
; say_distance = 20
;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
;; Distance in meters that shouts should travel.
; shout_distance = 100
[EntityTransfer]
;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
;DisableInterRegionTeleportCancellation = false
;# {LandingPointBehavior} {} {How to honor landing points and telehubs for gods.} {LandingPointBehavior_OS LandingPointBehavior_SL} LandingPointBehavior_OS
;; This option exists to control the behavior of teleporting gods into places that have landing points
;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for
;; avatars with god permissions; SL lets gods land wherever they want.
;LandingPointBehavior = LandingPointBehavior_OS
[Messaging]
;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
;; Module to handle offline messaging. The core module requires an external
;; web service to do this. See OpenSim wiki.
; OfflineMessageModule = OfflineMessageModule
;; Or, alternatively, use this one, which works for both standalones and grids
; OfflineMessageModule = "Offline Message Module V2"
;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
; OfflineMessageURL = ${Const|BaseURL}/Offline.php
; OfflineMessageURL = ${Const|PrivURL}:${Const|PrivatePort}
;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
;; For standalones, this is the storage dll.
; StorageProvider = OpenSim.Data.MySQL.dll
; Mute list handler
;# {MuteListModule} {MuteListModule:MuteListModule} {} {} None
; Disabled by default
; MuteListModule = MuteListModule
;; Control whether group invites and notices are stored for offline users.
;; Default is true.
;; This applies to both core groups module.
; ForwardOfflineGroupMessages = true
[BulletSim]
;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
AvatarToAvatarCollisionsByDefault = true
[RemoteAdmin]
;; This is the remote admin module, which uses XMLRPC requests to
;; manage regions from a web interface.
;# {enabled} {} {Enable the remote admin interface?} {true false} false
; enabled = false
;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
;; Set this to a nonzero value to have remote admin use a different port
; port = 0
;# {access_password} {enabled:true} {Password for the remote admin interface} {}
;; This password is required to make any XMLRPC call (should be set as
;; the "password" parameter)
; access_password = ""
;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
;; List the IP addresses allowed to call RemoteAdmin
;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
; access_ip_addresses =
;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
;; set this variable to true if you want the create_region XmlRpc
;; call to unconditionally enable voice on all parcels for a newly
;; created region
; create_region_enable_voice = false
;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
;; set this variable to false if you want the create_region XmlRpc
;; call to create all regions as private per default (can be
;; overridden in the XmlRpc call)
; create_region_public = false
;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
;; enable only those methods you deem to be appropriate using a | delimited
;; whitelist.
;; For example:
;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
;; if this parameter is not specified but enabled = true, all methods
;; will be available
; enabled_methods = all
;; specify the default appearance for an avatar created through the remote
;; admin interface
;; This will only take effect is the file specified by the
;; default_appearance setting below exists
; default_male = Default Male
; default_female = Default Female
;; Update appearance copies inventory items and wearables of default
;; avatars. if this value is false, just worn assets are copied to the
;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
;; The receiver will wear the same items the default avatar did wear.
; copy_folders = false
;; Path to default appearance XML file that specifies the look of the
;; default avatars
; default_appearance = default_appearance.xml
[Wind]
;# {enabled} {} {Enable wind module?} {true false} true
;; Enables the wind module.
; enabled = true
;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
;; How often should wind be updated, as a function of world frames.
;; Approximately 50 frames a second
; wind_update_rate = 150
;; The Default Wind Plugin to load
; wind_plugin = SimpleRandomWind
;; These settings are specific to the ConfigurableWind plugin
;; To use ConfigurableWind as the default, simply change wind_plugin
;; to ConfigurableWind and uncomment the following.
; avg_strength = 5.0
; avg_direction = 0.0
; var_strength = 5.0
; var_direction = 30.0
; rate_change = 1.0
;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
;; This setting is specific to the SimpleRandomWind plugin
;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
; strength = 1.0
[Materials]
;# {enable_materials} {} {Enable Materials support?} {true false} true
;; This enables the use of Materials.
; enable_materials = true
; MaxMaterialsPerTransaction = 50
[DataSnapshot]
;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
;; The following set of configs pertains to search.
;; Set index_sims to true to enable search engines to index your
;; searchable data.
;; If false, no data will be exposed, DataSnapshot module will be off,
;; and you can ignore the rest of these search-related configs.
; index_sims = false
;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
;; The variable data_exposure controls what the regions expose:
;; minimum: exposes only things explicitly marked for search
;; all: exposes everything
; data_exposure = minimum
;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
;; If search is on, change this to your grid name; will be ignored for
;; standalones
; gridname = "OSGrid"
;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
;; Period between data snapshots, in seconds. 20 minutes, for starters,
;; so that you see the initial changes fast.
;; Later, you may want to increase this to 3600 (1 hour) or more
; default_snapshot_period = 1200
;; This will be created in bin, if it doesn't exist already. It will hold
;; the data snapshots.
; snapshot_cache_directory = "DataSnapshot"
;; [Supported, but obsolete]
;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
; This semicolon-separated string serves to notify specific data services
; about the existence of this sim. Uncomment if you want to index your
; data with this and/or other search providers.
; data_services="http://metaverseink.com/cgi-bin/register.py"
;; New way of specifying data services, one per service
;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
[Economy]
; the economy module in use
; To use other modules you need to override this setting
; economymodule = BetaGridLikeMoneyModule
; the url of the economy service.
; this must match the grid economy setting (also known as helperURI or CurrencyServer, etc)
; economy = https://the.currency.machine.fdqn:port/folder/folder...
;# {SellEnabled} {} {Enable selling for 0?} {true false} true
; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
; There is no intention to implement anything further in core OpenSimulator.
; This functionality has to be provided by third party modules.
;; Enables selling things for $0. Default is true.
; SellEnabled = true
;# {PriceUpload} {} {Price for uploading?} {} 0
;; Money Unit fee to upload textures, animations etc. Default is 0.
; PriceUpload = 0
;# {PriceGroupCreate} {} {Fee for group creation} {} 0
;; Money Unit fee to create groups. Default is 0.
; PriceGroupCreate = 0
[YEngine]
;; implements non preemptive microthreading, so fixing problems like llSleep or long events handlers
;; but those will suffer from timeslicing, so will be slower.
;; warning: scripts state is lost on TP or cross to Xengine regions (cars stop, etc)
;; ignore its extensions (subset of original XMRengine), those are still undefined.
;# {Enabled} {} {Enable the YEngine scripting engine?} {true false} true
; Enabled = true
;; llSetTimerEvent minimum value. Default 0.5s, 0.05s whould be more resonable
; MinTimerInterval = 0.5
;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
;; Sets the multiplier for the scripting delays
; ScriptDelayFactor = 1.0
;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
;; The factor the 10 m distances limits are multiplied by
; ScriptDistanceLimitFactor = 1.0
;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
;; Maximum length of notecard line read
;; Increasing this to large values potentially opens
;; up the system to malicious scripters
; NotecardLineReadCharsMax = 255
;# {SensorMaxRange} {} {Sensor range} {} 96.0
;; Sensor settings
; SensorMaxRange = 96.0
;# {SensorMaxResults} {} {Max sensor results returned?} {}
; SensorMaxResults = 16
;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
;; Path to script engine assemblies
;; Default is ./bin/ScriptEngines
; ScriptEnginesPath = "ScriptEngines"
[XEngine]
;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} false
;; Enable this engine in this OpenSim instance
; Enabled = false
;; 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
;; llSetTimerEvent minimum value. Default 0.5s, 0.05s whould be more resonable
; MinTimerInterval = 0.5
;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
;; "Highest")
; Priority = "BelowNormal"
;; Maximum number of events to queue for a script (excluding timers)
; MaxScriptEventQueue = 300
;; Stack size per script engine thread in bytes.
;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
;; The trade-off may be increased memory usage by the script engine.
; ThreadStackSize = 262144
;; Set this to true to load each script into a separate
;; AppDomain.
;;
;; Setting this to false will load all script assemblies into the
;; current AppDomain, which will significantly improve script loading times.
;; It will also reduce initial per-script memory overhead.
;;
;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
;; at this time some mono versions seem to have problems with the true option
;; so default is now false until a fix is found, to simply life of less technical skilled users.
;; this should only be a issue if regions stay alive for a long time with lots of scripts added or edited.
AppDomainLoading = false
;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
;; co-op will be more stable but this option is currently experimental.
;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
;; Current valid values are "abort" and "co-op"
; ScriptStopStrategy = co-op
;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
;; by scripts have changed.
; DeleteScriptsOnStartup = true
;# {CompactMemOnLoad} {} {compacts memory on each script load at startup?} {true false} false
;; forces calls to memory garbage collector before loading each script DLL during region startup.
;; Peak memory usage is reduced and region starts with a more compacted memory allocation.
;; But this costs a lot of time, so region load will take a lot longer.
;; it is more usefull if there are no previously compiled scripts DLLs (as with DeleteScriptsOnStartup = true)
;CompactMemOnLoad = false
;; Compile debug info (line numbers) into the script assemblies
; CompileWithDebugInformation = true
; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section
;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
;; Time a script can spend in an event handler before it is interrupted
; EventLimit = 30
;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
;; If a script overruns it's event limit, kill the script?
; KillTimedOutScripts = false
;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
;; Sets the multiplier for the scripting delays
; ScriptDelayFactor = 1.0
;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
;; The factor the 10 m distances limits are multiplied by
; ScriptDistanceLimitFactor = 1.0
;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
;; Maximum length of notecard line read
;; Increasing this to large values potentially opens
;; up the system to malicious scripters
; NotecardLineReadCharsMax = 255
;# {SensorMaxRange} {} {Sensor range} {} 96.0
;; Sensor settings
; SensorMaxRange = 96.0
;# {SensorMaxResults} {} {Max sensor results returned?} {}
; SensorMaxResults = 16
;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
;; Disable underground movement of prims (default true); set to
;; false to allow script controlled underground positioning of
;; prims
; DisableUndergroundMovement = true
;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
;; Path to script engine assemblies
;; Default is ./bin/ScriptEngines
; ScriptEnginesPath = "ScriptEngines"
[OSSL]
;# {Include-osslDefaultEnable} {} {Include file for enabling and permissions for OSSL functions} {}
;; If this INI file is not included, the OSSL functions are disabled.
Include-osslDefaultEnable = "config-include/osslDefaultEnable.ini"
[FreeSwitchVoice]
;; In order for this to work you need a functioning FreeSWITCH PBX set up.
;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
; Enabled = false
;; You need to load a local service for a standalone, and a remote service
;; for a grid region. Use one of the lines below, as appropriate
;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
;; If using a remote connector, specify the server URL
; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
[Groups]
;# {Enabled} {} {Enable groups?} {true false} false
;; Enables the groups module
; Enabled = false
;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
;; Minimum user level required to create groups
; LevelGroupCreate = 0
;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam)} {Default "Groups Module V2"} Default
;; The default module can use a PHP XmlRpc server from the Flotsam project at
;; http://code.google.com/p/flotsam/
; Module = Default
;; or... use Groups Module V2, which works for standalones and robust grids
; Module = "Groups Module V2"
;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
; StorageProvider = OpenSim.Data.MySQL.dll
;# {ServicesConnectorModule} {Module:GroupsModule Module:Groups Module V2} {Service connector to use for groups} {XmlRpcGroupsServicesConnector "Groups Local Service Connector" "Groups Remote Service Connector" "Groups HG Service Connector"} XmlRpcGroupsServicesConnector
;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
;; Note that the quotes "" around the words are important!
; ServicesConnectorModule = XmlRpcGroupsServicesConnector
;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
; LocalService = local
;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
;; Used for V2 in Remote only.
; SecretKey = ""
;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
;; URI for the groups services of this grid
;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
;; or ${Const|PrivURL}:${Const|PrivatePort} for robust, V2
;; Leave it commented for standalones, V2
; GroupsServerURI = ""
;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
;; http://mygridserver.com:9000 or http://mygridserver.com:8002
;; If you have this set in [Hypergrid] section of GridCommon.ini or StandaloneCommon.ini files in config-include folder, leave it commented
; HomeURI = ""
;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
; MessagingEnabled = true
;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
; MessagingModule = GroupsMessagingModule
; or use "Groups Messaging Module V2" for Groups V2
; MessagingModule = "Groups Messaging Module V2"
;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
;; Enable Group Notices
; NoticesEnabled = true
;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
; Experimental option to only message online users rather than all users
; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
; Applies Flotsam Group only. V2 has this always on, no other option
; MessageOnlineUsersOnly = false
;; This makes the Groups module very chatty on the console.
; DebugEnabled = false
; This makes the Group Messaging module very chatty on the console.
; DebugMessagingEnabled = false
;; XmlRpc Security settings. These must match those set on your backend
;; groups service if the service is using these keys
; XmlRpcServiceReadKey = 1234
; XmlRpcServiceWriteKey = 1234
[InterestManagement]
;; This section controls how state updates are prioritized for each client
;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness SimpleAngularDistance} BestAvatarResponsiveness
;; Valid values are BestAvatarResponsiveness and SimpleAngularDistance
;; SimpleAngularDistance does use more cpu
; UpdatePrioritizationScheme = BestAvatarResponsiveness
;; ObjectsCullingByDistance, if true, don't send object updates if outside view range
;; currently viewers are also told to delete objects that leave view range
;; only avater position is considered, free camera may not see objects
;; does increase cpu load
; ObjectsCullingByDistance = false
[MediaOnAPrim]
;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
;; Enable media on a prim facilities
; Enabled = true
[NPC]
;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} true
; Enabled = true
;; max number of NPCs per scene default: 40
;; set to a negative value to allow any number
;; note that a NPC is almost as heavy as a normal avatar, so you should limit them
;; MaxNumberNPCsPerScene = 40
;; several options to control NPCs creation
;# {AllowNotOwned} {} {allow NPCs to be created not Owned} {true false} true
;; allow NPCs to be created not Owned {true false} default: true
; AllowNotOwned = true
;# {AllowSenseAsAvatar} {} {allow NPCs to set to be sensed as Avatars} {true false} true
;; allow NPCs to set to be sensed as Avatars {true false} default: true
; AllowSenseAsAvatar = true
;# {AllowCloneOtherAvatars} {} {allow NPCs to created cloning any avatar in region} {true false} true
;; allow NPCs to created cloning any avatar in region {true false} default: true
; AllowCloneOtherAvatars = true
;# {NoNPCGroup} {} {if true NPCs will have no group title, if false display "- NPC -"} {true false} true
;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
; NoNPCGroup = true
[Terrain]
;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
; InitialTerrain = "pinhead-island"
[LandManagement]
;; set this to false to not display parcel ban lines
;ShowParcelBansLines = true
[UserProfiles]
;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
;; Set the value of the url to your UserProfilesService
;; If un-set / "" the module is disabled
;; ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}
;# {AllowUserProfileWebURLs} {} {allow user profiles web urls} {true false} true
;; set this to false to prevent your users to be sent to unknown
;; web sites by other users on their profiles
; AllowUserProfileWebURLs = true
[XBakes]
;# {URL} {} {Set URL for Baked texture service} {}
;; Sets the URL for the baked texture ROBUST service.
;; Disabled when unset.
;; URL = ${Const|PrivURL}:${Const|PrivatePort}
;;
;; Optional module to highlight God names in the viewer.
;; Uncomment and customize appropriately if you want this behavior.
;;
;[GodNames]
; Enabled = false
; FullNames = "Test User, Foo Bar"
; Surnames = "Kryztlsk"
[Architecture]
;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini} config-include/Standalone.ini
;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
;; uncomment Include-Architecture = "config-include/Standalone.ini"
;;
;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
;; that the referenced .ini file goes on to include.
;;
;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
;; editing it to set the database and backend services that OpenSim will use.
;;
Include-Architecture = "config-include/Standalone.ini"
; Include-Architecture = "config-include/StandaloneHypergrid.ini"
; Include-Architecture = "config-include/Grid.ini"
; Include-Architecture = "config-include/GridHypergrid.ini"