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This retrieves and caches information from the PresenceService to only send messages to online users. This is reported to much improve performance for large groups where most users are offline. Cache is 20 seconds to balance requests against users not receiving messages until cache updates. This is an alternative to an approach where login/logout notification is sent directly from simulator to groups service. However, I'm not convinced that this PresenceService approach is actually better. Needs more thought.
1692 lines
62 KiB
INI
1692 lines
62 KiB
INI
; This file contains defaults for various settings in OpenSimulator. These can be overriden
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; by changing the same setting in OpenSim.ini (once OpenSim.ini.example has been copied to OpenSim.ini).
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[Startup]
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; Console prompt
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; Certain special characters can be used to customize the prompt
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; Currently, these are
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; \R - substitute region name
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; \\ - substtitue \
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ConsolePrompt = "Region (\R) "
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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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; However, this will only log crashes within OpenSimulator that cause the entire program to exit
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; It will not log crashes caused by virtual machine failures, which includes mono and ODE failures.
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; You will need to capture these native stack traces by recording the session log itself.
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save_crashes = false
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; Directory to save crashes to if above is enabled
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; (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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; Console commands run at startup
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startup_console_commands_file = "startup_commands.txt"
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; Console commands run on shutdown
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shutdown_console_commands_file = "shutdown_commands.txt"
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; Console commands run every 20 minutes
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; timer_Script = "filename"
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; timer_Script time interval (default 20 min)
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; The time is 60 per minute
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; timer_Interval = 1200
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; ##
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; ## SYSTEM
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; ##
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; Sets the method that OpenSim will use to fire asynchronous
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; events. Valid values are UnsafeQueueUserWorkItem,
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; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread.
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; SmartThreadPool is reported to work well on Mono/Linux, but
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; UnsafeQueueUserWorkItem has been benchmarked with better
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; performance on .NET/Windows
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async_call_method = SmartThreadPool
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; Max threads to allocate on the FireAndForget thread pool
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; when running with the SmartThreadPool option above
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MaxPoolThreads = 15
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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 containing 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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;; Allow the simulator to start up if there are no region configuration available
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;; from the selected region_info_source.
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allow_regionless = false
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; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos
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; Increasing this number will increase memory usage.
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MaxPrimUndos = 20
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; Maximum size of non physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonPhysicalPrimMax!).
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NonPhysicalPrimMax = 256
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; Maximum size of physical prims. Affects resizing of existing prims. This can be overriden in the region config file.
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PhysicalPrimMax = 10
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; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
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; This can be overriden in the region config file.
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ClampPrimSize = false
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; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
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; This can be overriden in the region config file.
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LinksetPrims = 0
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; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
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; This only applies when crossing to a region running in a different simulator.
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; For crossings where the regions are on the same simulator the script is always kept running.
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AllowScriptCrossing = true
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; Allow compiled script binary code to cross region boundaries.
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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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; Combine all contiguous regions into one large megaregion
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; Order your regions from South to North, West to East in your regions.ini and then set this to true
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; Warning! Don't use this with regions that have existing content!, This will likely break them
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CombineContiguousRegions = false
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; Extend the region's draw distance; 255m is the default which includes
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; one neighbor on each side of the current region, 767m would go three
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; neighbors on each side for a total of 49 regions in view. Warning, unless
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; all the regions have the same drawdistance, you will end up with strange
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; effects because the agents that get closed may be inconsistent.
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DefaultDrawDistance = 255.0
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; If you have only one region in an instance, or to avoid the many bugs
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; that you can trigger in modules by restarting a region, set this to
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; true to make the entire instance exit instead of restarting the region.
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; This is meant to be used on systems where some external system like
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; Monit will restart any instance that exits, thereby making the shutdown
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; into a restart.
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InworldRestartShutsDown = false
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; The minimum proportion of a second that any particular frame can take to execute.
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; Only change this if you really know what you're doing, and be prepared to change UpdatePhysicsEveryNFrames
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; (and other Frames params) to match! For instance, halving MinFrameTime to 0.0445 require
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; UpdatePhysicsEveryNFrames = 2 unless you don't mind your avatar walking like Benny Hill.
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MinFrameTime = 0.089
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; Send scheduled updates to objects in the scene
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; This must be a whole number
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UpdateObjectsEveryNFrames = 1;
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; Send position/velocity, etc. updates to agents in the scene
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; This must be a whole number
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UpdateAgentsEveryNFrames = 1;
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; Apply pending forces from physics calculations to an entity.
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; This must be a whole number
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UpdateEntityMovementEveryNFrames = 1;
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; Send coarse location updates to viewers. In a classic viewer, this updates the minimap.
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; This must be a whole number
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UpdateCoarseLocationsEveryNFrames = 50;
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; Update physics. Within each update physics also updates in a series of contigous mini-steps
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; This must be a whole number
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UpdatePhysicsEveryNFrames = 1;
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; Clean up temp on rez objects.
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; This must be a whole number
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UpdateTempCleaningEveryNFrames = 1000;
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; Send out the on frame event to modules and other listeners. This should probably never deviate from 1.
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; This must be a whole number
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UpdateEventsEveryNFrames = 1;
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; Send terrain updates to viewers
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; This must be a whole number
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UpdateTerrainEveryNFrames = 50;
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; Persitently store any objects which meet the PRIM STORAGE criteria
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; This must be a whole number
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UpdateStorageEveryNFrames = 200;
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; ##
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; ## PRIM STORAGE
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; ##
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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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; ##
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; ## PHYSICS
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; ##
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; If true then prims can be collided with by avatars, other prims, etc.
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; If false then all prims are phantom, no matter whether their phantom flag is checked or unchecked.
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; Also, no prims are subject to physics.
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collidable_prim = true
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; If true then prims can be made subject to physics (gravity, pushing, etc.).
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; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction
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physical_prim = true
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; Select a mesher here.
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;
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; Meshmerizer properly handles complex prims by using triangle meshes.
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; Note that only the ODE physics engine currently deals with meshed prims in a satisfactory way
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;
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; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports
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; Usually this is only a box
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meshing = Meshmerizer
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;meshing = ZeroMesher
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; Path to decoded sculpty maps
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; Defaults to "j2kDecodeCache
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;DecodedSculptMapPath = "j2kDecodeCache"
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; if you use Meshmerizer and want sculpt map collisions, setting this to
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; to true will store decoded sculpt maps in a special folder in your bin
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; folder, which can reduce startup times by reducing asset requests. Some
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; versions of mono dont work well when reading the cache files, so set this
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; to false if you have compatibility problems.
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;CacheSculptMaps = true
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; Choose one of the physics engines below
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; OpenDynamicsEngine is by some distance the most developed physics engine
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; basicphysics effectively does not model physics at all, making all objects phantom
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physics = OpenDynamicsEngine
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;physics = basicphysics
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;physics = POS
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;physics = modified_BulletX
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;physics = BulletSim
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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 true
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serverside_object_permissions = true
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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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;region_manager_is_god = false
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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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; Provides a simple control for land owners to give build rights to specific avatars
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; in publicly accessible parcels that disallow object creation in general.
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; Owners specific avatars by adding them to the Access List of the parcel
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; without having to use the Groups feature
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; Disabled by default
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; simple_build_permissions = False
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; Minimum user level required to upload assets
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;LevelUpload = 0
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; ##
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; ## SCRIPT ENGINE
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; ##
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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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; World map blacklist timeout in seconds
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;BlacklistTimeout = 600
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; Set to false to not generate any maptiles
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;GenerateMaptiles = true
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; Refresh (in seconds) the map tile periodically
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;MaptileRefresh = 0
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; If not generating maptiles, use this static texture asset ID
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;MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
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; Draw objects on maptile. This step might take a long time if you've got a large number 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 = true
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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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; 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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; Make OpenSim start all regions woth logins disabled. They will need
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; to be enabled from the console if this is set
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; StartDisabled = false
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; Image decoding. Use CSJ2K for layer boundary decoding if true,
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; OpenJPEG if false
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; UseCSJ2K = true
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; Use "Trash" folder for items deleted from the scene
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; When set to True (the default) items deleted from the scene will be
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; stored in the user's trash or lost and found folder. When set to
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; False items will be removed from the scene permanently
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UseTrashOnDelete = True
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[RegionReady]
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; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
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enabled = true
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; Channel on which to signal region readiness through a message
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; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]"
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; - the first field indicating whether this is an initial server startup
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; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error)
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; - the third field is a number indicating how many scripts failed to compile
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; - "oar error" if supplied, provides the error message from the OAR load
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channel_notify = -800
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; - disallow logins while scripts are loading
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; Instability can occur on regions with 100+ scripts if users enter before they have finished loading
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login_disable = true
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; - send an alert as json to a service
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; alert_uri = "http://myappserver.net/my_handler/"
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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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[Network]
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ConsoleUser = "Test"
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ConsolePass = "secret"
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http_listener_port = 9000
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console_port = 0
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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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; HTTPS for "Out of band" management applications such as the remote
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; admin module
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;
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; Create https_listener = "True" will create a listener on the port
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; specified. Provide the path to your server certificate along with it's
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; password
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; https_listener = False
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; Set our listener to this port
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; https_port = 0
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; Path to X509 certificate
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; cert_path = "path/to/cert.p12"
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; Password for cert
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; cert_pass = "password"
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; Hostname to use in llRequestURL/llRequestSecureURL
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; if not defined - default machine name is being used
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; (on Windows this mean NETBIOS name - useably only inside local network)
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; ExternalHostNameForLSL=127.0.0.1
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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 for 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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; OpenSim can send multiple simultaneous requests for services such as asset
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; retrieval. However, some versions of mono appear to hang when there are too
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; many simultaneous requests, default is 30 and is currently applied only to assets
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;MaxRequestConcurrency = 30
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[XMLRPC]
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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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;XmlRpcPort = 20800
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[ClientStack.LindenUDP]
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; Set this to true to process incoming packets asynchronously. Networking is
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; already separated from packet handling with a queue, so this will only
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; affect whether networking internals such as packet decoding and
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; acknowledgement accounting are done synchronously or asynchronously
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; Default is true.
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;
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;async_packet_handling = true
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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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; Maximum outbound bytes per second for a single scene. This can be used to
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; throttle total outbound UDP traffic for a simulator. The default value is
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; 0, meaning no throttling at the scene level. The example given here is
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; 20 megabits
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;
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;scene_throttle_max_bps = 2621440
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; Maximum bits per second to send to any single client. This will override
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; the user's viewer preference settings. The default value is 0, meaning no
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; aggregate throttling on clients (only per-category throttling). The
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; example given here is 1.5 megabits
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;
|
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;client_throttle_max_bps = 196608
|
|
|
|
; Adaptive throttling attempts to limit network overload when multiple
|
|
; clients login by starting each connection more slowly. Disabled by
|
|
; default
|
|
;
|
|
enable_adaptive_throttles = true
|
|
|
|
; Per-client bytes per second rates for the various throttle categories.
|
|
; These are default values that will be overriden by clients. These
|
|
; defaults are approximately equivalent to the throttles set by the Imprudence
|
|
; viewer when maximum bandwidth is set to 350kbps
|
|
|
|
;resend_default = 6625
|
|
;land_default = 9125
|
|
;wind_default = 1750
|
|
;cloud_default = 1750
|
|
;task_default = 18500
|
|
;texture_default = 18500
|
|
;asset_default = 10500
|
|
|
|
; Configures how ObjectUpdates are aggregated. These numbers
|
|
; do not literally mean how many updates will be put in each
|
|
; packet that goes over the wire, as packets are
|
|
; automatically split on a 1400 byte boundary. These control
|
|
; the balance between responsiveness of interest list updates
|
|
; and total throughput. Higher numbers will ensure more full-
|
|
; sized packets and faster sending of data, but more delay in
|
|
; updating interest lists
|
|
;
|
|
;PrimUpdatesPerCallback = 100
|
|
|
|
; TextureSendLimit determines how many packets will be put on
|
|
; the outgoing queue each cycle. Like the settings above, this
|
|
; is a balance between responsiveness to priority updates and
|
|
; total throughput. Higher numbers will give a better
|
|
; throughput at the cost of reduced responsiveness to client
|
|
; priority changes or transfer aborts
|
|
;
|
|
;TextureSendLimit = 20
|
|
|
|
; 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.
|
|
;
|
|
;DisableFacelights = false
|
|
|
|
; The time to wait before disconecting an unresponsive client.
|
|
; The time is in seconds. The default is one minute
|
|
;
|
|
;AckTimeout = 60
|
|
|
|
; The time to wait before disconecting an unresponsive paused client.
|
|
; A client can be paused when the file selection dialog is open during file upload.
|
|
; This gives extra time to find files via the dialog but will still disconnect if
|
|
; the client crashes or loses its network connection
|
|
; The time is in seconds. The default is five minutes.
|
|
;
|
|
;PausedAckTimeout = 300
|
|
|
|
[ClientStack.LindenCaps]
|
|
;; Long list of capabilities taken from
|
|
;; http://wiki.secondlife.com/wiki/Current_Sim_Capabilities
|
|
;; Not all are supported by OpenSim. The ones supported are
|
|
;; set to localhost. These defaults can be overwritten
|
|
;; in OpenSim.ini
|
|
;;
|
|
Cap_AttachmentResources = ""
|
|
Cap_AvatarPickerSearch = ""
|
|
Cap_ChatSessionRequest = ""
|
|
Cap_CopyInventoryFromNotecard = "localhost"
|
|
Cap_DispatchRegionInfo = ""
|
|
Cap_EstateChangeInfo = ""
|
|
Cap_EnvironmentSettings = "localhost"
|
|
Cap_EventQueueGet = "localhost"
|
|
Cap_FetchInventory = ""
|
|
Cap_ObjectMedia = "localhost"
|
|
Cap_ObjectMediaNavigate = "localhost"
|
|
Cap_FetchLib = ""
|
|
Cap_FetchLibDescendents = ""
|
|
Cap_GetDisplayNames = ""
|
|
Cap_GetTexture = "localhost"
|
|
Cap_GetMesh = "localhost"
|
|
Cap_GetObjectCost = ""
|
|
Cap_GetObjectPhysicsData = ""
|
|
Cap_GroupProposalBallot = ""
|
|
Cap_HomeLocation = ""
|
|
Cap_LandResources = ""
|
|
Cap_MapLayer = "localhost"
|
|
Cap_MapLayerGod = "localhost"
|
|
Cap_NewFileAgentInventory = "localhost"
|
|
Cap_NewFileAgentInventoryVariablePrice = "localhost"
|
|
Cap_ObjectAdd = "localhost"
|
|
Cap_ParcelPropertiesUpdate = "localhost"
|
|
Cap_ParcelMediaURLFilterList = ""
|
|
Cap_ParcelNavigateMedia = ""
|
|
Cap_ParcelVoiceInfoRequest = ""
|
|
Cap_ProductInfoRequest = ""
|
|
Cap_ProvisionVoiceAccountRequest = ""
|
|
Cap_RemoteParcelRequest = "localhost"
|
|
Cap_RequestTextureDownload = ""
|
|
Cap_SearchStatRequest = ""
|
|
Cap_SearchStatTracking = ""
|
|
Cap_SendPostcard = ""
|
|
Cap_SendUserReport = ""
|
|
Cap_SendUserReportWithScreenshot = ""
|
|
Cap_ServerReleaseNotes = ""
|
|
Cap_SimConsole = ""
|
|
Cap_SimulatorFeatures = ""
|
|
Cap_SetDisplayName = ""
|
|
Cap_StartGroupProposal = ""
|
|
Cap_TextureStats = ""
|
|
Cap_UntrustedSimulatorMessage = ""
|
|
Cap_UpdateAgentInformation = ""
|
|
Cap_UpdateAgentLanguage = ""
|
|
Cap_UpdateGestureAgentInventory = ""
|
|
Cap_UpdateNotecardAgentInventory = "localhost"
|
|
Cap_UpdateScriptAgent = "localhost"
|
|
Cap_UpdateGestureTaskInventory = ""
|
|
Cap_UpdateNotecardTaskInventory = "localhost"
|
|
Cap_UpdateScriptTask = "localhost"
|
|
Cap_UploadBakedTexture = "localhost"
|
|
Cap_UploadObjectAsset = "localhost"
|
|
Cap_ViewerStartAuction = ""
|
|
Cap_ViewerStats = ""
|
|
|
|
; Capabilities for fetching inventory over HTTP rather than UDP
|
|
; FetchInventoryDescendents2 and FetchInventory2 are the ones used in the latest Linden Lab viewers (from some point in the v2 series and above)
|
|
; It appears that Linden Lab viewer 3.3.1 onwards will not work properly if FetchInventoryDescendents2 and FetchInventory2 are not enabled
|
|
Cap_WebFetchInventoryDescendents = ""
|
|
Cap_FetchInventoryDescendents2 = "localhost"
|
|
Cap_FetchInventory2 = "localhost"
|
|
|
|
|
|
[Chat]
|
|
; Controls whether the chat module is enabled. Default is true.
|
|
enabled = true;
|
|
|
|
; Distance in meters that whispers should travel. Default is 10m
|
|
whisper_distance = 10
|
|
|
|
; Distance in meters that ordinary chat should travel. Default is 20m
|
|
say_distance = 20
|
|
|
|
; Distance in meters that shouts should travel. Default is 100m
|
|
shout_distance = 100
|
|
|
|
|
|
[EntityTransfer]
|
|
; The maximum distance in regions that an agent is allowed to teleport along the x or y axis
|
|
; This is set to 4095 because current viewers can't handle teleports that are greater than this distance
|
|
max_distance = 4095
|
|
|
|
; Minimum user level required for HyperGrid teleports
|
|
LevelHGTeleport = 0
|
|
|
|
|
|
[Messaging]
|
|
; Control which region module is used for instant messaging.
|
|
; Default is InstantMessageModule (this is the name of the core IM module as well as the setting)
|
|
InstantMessageModule = InstantMessageModule
|
|
; MessageTransferModule = MessageTransferModule
|
|
; OfflineMessageModule = OfflineMessageModule
|
|
; OfflineMessageURL = http://yourserver/Offline.php
|
|
; MuteListModule = MuteListModule
|
|
; MuteListURL = http://yourserver/Mute.php
|
|
|
|
; Control whether group messages are forwarded to offline users. Default is true.
|
|
; ForwardOfflineGroupMessages = true
|
|
|
|
|
|
[Inventory]
|
|
; Control whether multiple objects sent to inventory should be coaleseced into a single item
|
|
; There are still some issues with coalescence, including the fact that rotation is not restored
|
|
; and some assets may be missing from archive files.
|
|
CoalesceMultipleObjectsToInventory = true
|
|
|
|
|
|
[Appearance]
|
|
; Persist avatar baked textures
|
|
; Persisting baked textures can speed up login and region border
|
|
; crossings especially with large numbers of users, though it
|
|
; will store potentially large numbers of textures in your asset
|
|
; database
|
|
PersistBakedTextures = false
|
|
|
|
; Control the delay before appearance is sent to other avatars and
|
|
; saved in the avatar service. Attempts to limit the impact caused
|
|
; by the very chatty dialog that sets appearance when an avatar
|
|
; logs in or teleports into a region; values are in seconds
|
|
DelayBeforeAppearanceSave = 5
|
|
DelayBeforeAppearanceSend = 2
|
|
|
|
; If true, avatar appearance information is resent to other avatars in the simulator every 60 seconds.
|
|
; This may help with some situations where avatars are persistently grey, though it will not help
|
|
; in other situations (e.g. appearance baking failures where the avatar only appears as a cloud to others).
|
|
ResendAppearanceUpdates = true
|
|
|
|
|
|
[Attachments]
|
|
; Controls whether avatar attachments are enabled.
|
|
; Defaults to true - only set to false for debugging purposes
|
|
Enabled = true
|
|
|
|
|
|
[Mesh]
|
|
; enable / disable Collada mesh support
|
|
; default is true
|
|
AllowMeshUpload = true
|
|
|
|
; if you use Meshmerizer and want collisions for meshies, setting this to true
|
|
; will cause OpenSim to attempt to decode meshies assets, extract the physics
|
|
; mesh, and use it for collisions.
|
|
UseMeshiesPhysicsMesh = true
|
|
|
|
; Minimum user level required to upload meshes
|
|
;LevelUpload = 0
|
|
|
|
|
|
[Textures]
|
|
; If true, textures generated dynamically (i.e. through osSetDynamicTextureData() and similar OSSL functions) are reused where possible
|
|
; Chiefly, reuse occurs if a texture has already been generated with identical data and settings, and that texture contains no dynamic components
|
|
; (e.g. images pulled from an external HTTP address).
|
|
; Reusing previously generated textures results in a much faster update on the viewer but may cause issues if the viewer didn't receive all resolutions of the texture.
|
|
; Currently, it will also increase asset cache use since temporary dynamic textures are no longer deleted.
|
|
; Hence, currently considered experimental.
|
|
; Default is false.
|
|
ReuseDynamicTextures = false
|
|
|
|
; If true, then textures generated dynamically that have a low data size relative to their pixel size are not reused
|
|
; This is to workaround an apparent LL 3.3.4 and earlier viewer bug where such textures are not redisplayed properly when pulled from the viewer cache.
|
|
; Only set this to true if you are sure that all the viewers using your simulator will not suffer from this problem.
|
|
; This setting only has an affect is ReuseDynamicTextures = true
|
|
; Default is false
|
|
ReuseDynamicLowDataTextures = false
|
|
|
|
|
|
[ODEPhysicsSettings]
|
|
; ##
|
|
; ## Physics stats settings
|
|
;
|
|
|
|
; If collect_stats is enabled, then extra stat information is collected which is accessible via the MonitorModule
|
|
; (see http://opensimulator.org/wiki/Monitoring_Module for more details).
|
|
collect_stats = false
|
|
|
|
; ##
|
|
; ## 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
|
|
|
|
;##
|
|
;## World Settings
|
|
;##
|
|
|
|
;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s
|
|
world_gravityx = 0
|
|
world_gravityy = 0
|
|
world_gravityz = -9.8
|
|
|
|
; Terminal velocity of a falling avatar
|
|
; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
|
|
; Max value is 255, min value is 0
|
|
avatar_terminal_velocity = 54
|
|
|
|
; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
|
|
; reference: fps = (0.089/ODE_STEPSIZE) * 1000;
|
|
world_stepsize = 0.0178
|
|
world_internal_steps_without_collisions = 10
|
|
|
|
;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
|
|
world_hashspace_size_low = -4
|
|
world_hashSpace_size_high = 128
|
|
|
|
;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
|
|
meters_in_small_space = 29.9
|
|
small_hashspace_size_low = -4
|
|
small_hashspace_size_high = 66
|
|
|
|
; ##
|
|
; ## Contact properties. (the stuff that happens when things come in contact with each other)
|
|
; ##
|
|
|
|
; surface layer around geometries other geometries can sink into before generating a contact
|
|
world_contact_surface_layer = 0.001
|
|
|
|
; Filtering collisions helps keep things stable physics wise, but sometimes
|
|
; it can be overzealous. If you notice bouncing, chances are it's that.
|
|
filter_collisions = false
|
|
|
|
; Non Moving Terrain Contact (avatar isn't moving)
|
|
nm_terraincontact_friction = 255.0
|
|
nm_terraincontact_bounce = 0.1
|
|
nm_terraincontact_erp = 0.1025
|
|
|
|
; Moving Terrain Contact (avatar is moving)
|
|
m_terraincontact_friction = 75.0
|
|
m_terraincontact_bounce = 0.05
|
|
m_terrainContact_erp = 0.05025
|
|
|
|
; Moving Avatar to object Contact
|
|
m_avatarobjectcontact_friction = 75.0
|
|
m_avatarobjectcontact_bounce = 0.1
|
|
|
|
; Object to Object Contact and Non-Moving Avatar to object
|
|
objectcontact_friction = 250.0
|
|
objectcontact_bounce = 0.2
|
|
|
|
; ##
|
|
; ## Avatar Control
|
|
; ##
|
|
|
|
; PID Controller Settings. These affect the math that causes the avatar to reach the
|
|
; desired velocity
|
|
; See http://en.wikipedia.org/wiki/PID_controller
|
|
|
|
av_pid_derivative_linux = 2200.0
|
|
av_pid_proportional_linux = 900.0;
|
|
|
|
av_pid_derivative_win = 2200.0
|
|
av_pid_proportional_win = 900.0;
|
|
|
|
;girth of the avatar. Adds radius to the height also
|
|
av_capsule_radius = 0.37
|
|
|
|
; 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 = false
|
|
|
|
; 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
|
|
; Currently unused
|
|
; 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
|
|
|
|
; Plant avatar. This reduces the effect of physical contacts with the avatar.
|
|
; If you have a group of unruly and rude visitors that bump each other, turn this on to make that less attractive.
|
|
; The avatar still allows a small movement based on the PID settings above. Stronger PID settings AND this active
|
|
; will lock the avatar in place
|
|
av_planted = false
|
|
|
|
; No Avatar Avatar Collissions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment
|
|
av_av_collisions_off = false
|
|
|
|
; ##
|
|
; ## 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
|
|
|
|
; maximum number of contact points to generate per collision
|
|
contacts_per_collision = 80
|
|
|
|
; 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
|
|
|
|
; Maximum mass an object can be before it is clamped
|
|
maximum_mass_object = 10000.01
|
|
|
|
; ##
|
|
; ## 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
|
|
|
|
; ##
|
|
; ## 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
|
|
|
|
[BulletSim]
|
|
; World parameters
|
|
DefaultFriction = 0.50
|
|
DefaultDensity = 10.000006836
|
|
DefaultRestitution = 0.0
|
|
Gravity = -9.80665
|
|
|
|
TerrainFriction = 0.50
|
|
TerrainHitFriction = 0.8
|
|
TerrainRestitution = 0
|
|
AvatarFriction = 0.2
|
|
AvatarRestitution = 0.0
|
|
AvatarDensity = 60.0
|
|
AvatarCapsuleRadius = 0.37
|
|
AvatarCapsuleHeight = 1.5
|
|
AvatarContactProcessingThreshold = 0.1
|
|
|
|
MaxObjectMass = 10000.01
|
|
|
|
; Dynamic parameters
|
|
LinearDamping = 0.0
|
|
AngularDamping = 0.0
|
|
DeactivationTime = 0.2
|
|
LinearSleepingThreshold = 0.8
|
|
AngularSleepingThreshold = 1.0
|
|
CcdMotionThreshold = 0.0
|
|
CcdSweptSphereRadius = 0.0
|
|
ContactProcessingThreshold = 0.1
|
|
; If setting a pool size, also disable dynamic allocation (default pool size is 4096 with dynamic alloc)
|
|
MaxPersistantManifoldPoolSize = 0
|
|
ShouldDisableContactPoolDynamicAllocation = False
|
|
ShouldForceUpdateAllAabbs = False
|
|
ShouldRandomizeSolverOrder = True
|
|
ShouldSplitSimulationIslands = True
|
|
ShouldEnableFrictionCaching = False
|
|
NumberOfSolverIterations = 0
|
|
|
|
; Linkset constraint parameters
|
|
LinkConstraintUseFrameOffset = False
|
|
LinkConstraintEnableTransMotor = True
|
|
LinkConstraintTransMotorMaxVel = 5.0
|
|
LinkConstraintTransMotorMaxForce = 0.1
|
|
|
|
|
|
; Whether to mesh sculpties
|
|
MeshSculptedPrim = true
|
|
|
|
; If 'true', force simple prims (box and sphere) to be meshed
|
|
ForceSimplePrimMeshing = false
|
|
|
|
; level of detail for physical meshes. 32,16,8 or 4 with 32 being full detail
|
|
MeshLevelOfDetail = 8
|
|
; if mesh size is > threshold meters, we need to add more detail because people will notice
|
|
MeshLevelOfDetailMegaPrimThreshold = 10
|
|
MeshLevelOfDetailMegaPrim = 16
|
|
; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
|
|
SculptLevelOfDetail = 32
|
|
|
|
; Bullet step parameters
|
|
MaxSubSteps = 10
|
|
FixedTimeStep = .01667
|
|
|
|
MaxCollisionsPerFrame = 2048
|
|
MaxUpdatesPerFrame = 8192
|
|
|
|
; Detailed physics debug logging
|
|
PhysicsLoggingEnabled = False
|
|
PhysicsLoggingDir = "."
|
|
VehicleLoggingEnabled = False
|
|
|
|
[RemoteAdmin]
|
|
enabled = false
|
|
|
|
; Set this to a nonzero value to have remote admin use a different port
|
|
port = 0
|
|
|
|
; Set this to the ip address that you want the admin server to bind to
|
|
bind_ip_address = "0.0.0.0"
|
|
|
|
; This password is required to make any XMLRPC call (should be set as the "password" parameter)
|
|
access_password = unknown
|
|
|
|
; 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 =
|
|
|
|
; 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}.ini"
|
|
|
|
; 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
|
|
|
|
; 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
|
|
; (default), 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
|
|
|
|
|
|
; RestPlugins are not currently operational.
|
|
;[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
|
|
|
|
|
|
; IRC bridge is experimental, so if it breaks... keep both parts... yada yada
|
|
; also, not good error detection when it fails
|
|
[IRC]
|
|
enabled = false; you need to set this to true 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}"
|
|
|
|
;; exclude_list allows you to stop the IRC connector from announcing the
|
|
;;arrival and departure of certain users. For example: admins, bots.
|
|
|
|
;exclude_list=User 1,User 2,User 3
|
|
|
|
|
|
; The following settings control the progression of daytime
|
|
; in the Sim. The defaults are the same as the commented out settings
|
|
[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
|
|
|
|
|
|
[LightShare]
|
|
; This enables the transmission of Windlight scenes to supporting clients, such as the Meta7 viewer.
|
|
; It has no ill effect on viewers which do not support server-side windlight settings.
|
|
enable_windlight = false
|
|
|
|
|
|
[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
|
|
|
|
|
|
[VectorRender]
|
|
; the font to use for rendering text (default: Arial)
|
|
; font_name = "Arial"
|
|
|
|
|
|
[LL-Functions]
|
|
; Set the following to true to allow administrator owned scripts to execute console commands
|
|
; currently unused
|
|
; AllowosConsoleCommand=false
|
|
|
|
; Are god functions such as llSetObjectPermMask() allowed? If true then gods and only gods have access to these functions.
|
|
; If false then gods cannot execute these functions either.
|
|
AllowGodFunctions = false
|
|
|
|
; Maximum number of llListen events we allow over the entire region.
|
|
; Set this to 0 to have no limit imposed
|
|
max_listens_per_region = 1000
|
|
|
|
; Maximum number of llListen events we allow per script
|
|
; Set this to 0 to have no limit imposed.
|
|
max_listens_per_script = 64
|
|
|
|
; Maximum number of external urls that scripts can set up in this simulator (e.g. via llRequestURL())
|
|
max_external_urls_per_simulator = 100
|
|
|
|
[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 -
|
|
; 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
|
|
|
|
;; Money Unit fee to upload textures, animations etc. Default is 0.
|
|
PriceUpload = 0
|
|
|
|
;; Money Unit fee to create groups. Default is 0.
|
|
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
|
|
|
|
|
|
[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
|
|
|
|
; Set this to true (the default) to load each script into a separate
|
|
; AppDomain. Setting this to false will load all script assemblies into the
|
|
; current AppDomain, which will reduce the per-script overhead at the
|
|
; expense of reduced security and the inability to garbage collect the
|
|
; script assemblies
|
|
AppDomainLoading = true
|
|
|
|
; 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 user of mod* functions. This allows a script to pass messages
|
|
; to a region module via the modSendCommand() function
|
|
; Default is false
|
|
AllowMODFunctions = false
|
|
|
|
; Allow the use of os* functions (some are dangerous)
|
|
AllowOSFunctions = false
|
|
|
|
; Allow the user of LightShare functions
|
|
AllowLightShareFunctions = false
|
|
|
|
; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
|
|
OSFunctionThreatLevel = VeryLow
|
|
|
|
; OS Functions enable/disable
|
|
; For each function, you can add one line, as shown
|
|
; The default for all functions allows them if below threat level
|
|
|
|
; true allows the use of the function unconditionally
|
|
; Allow_osSetRegionWaterHeight = true
|
|
|
|
; false disables the function completely
|
|
; Allow_osSetRegionWaterHeight = false
|
|
|
|
; Comma separated list of UUIDS allows the function for that list of UUIDS
|
|
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
|
|
|
|
; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
|
|
; - PARCEL_GROUP_MEMBER: allow if objectgroup is the same group as the parcel
|
|
; - PARCEL_OWNER: allow if the objectowner is parcelowner
|
|
; - ESTATE_MANAGER: allow if the object owner is a estate manager
|
|
; - ESTATE_OWNER: allow if objectowner is estateowner
|
|
; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...
|
|
|
|
; You can also use script creators as the uuid
|
|
; Creators_osSetRegionWaterHeight = <uuid>, ...
|
|
|
|
; If both Allow_ and Creators_ are given, effective permissions
|
|
; are the union of the two.
|
|
|
|
; 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
|
|
|
|
; 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
|
|
|
|
; Disable underground movement of prims (default true); set to
|
|
; false to allow script controlled underground positioning of
|
|
; prims
|
|
; DisableUndergroundMovement = true
|
|
|
|
;; Path to script assemblies
|
|
; ScriptEnginesPath = "ScriptEngines"
|
|
|
|
; 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 = false
|
|
|
|
|
|
[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}"
|
|
|
|
|
|
[MRM]
|
|
; Enables the Mini Region Modules Script Engine.
|
|
; default is false
|
|
Enabled = false
|
|
|
|
; Runs MRM in a Security Sandbox
|
|
; WARNING: DISABLING IS A SECURITY RISK.
|
|
Sandboxed = true
|
|
|
|
; The level sandbox to use, adjust at your OWN RISK.
|
|
; Valid values are:
|
|
; * FullTrust
|
|
; * SkipVerification
|
|
; * Execution
|
|
; * Nothing
|
|
; * LocalIntranet
|
|
; * Internet
|
|
; * Everything
|
|
SandboxLevel = "Internet"
|
|
|
|
; Only allow Region Owners to run MRMs
|
|
; May represent a security risk if you disable this.
|
|
OwnerOnly = true
|
|
|
|
|
|
[Hypergrid]
|
|
; Keep it false for now. Making it true requires the use of a special client in order to access inventory
|
|
safemode = false
|
|
|
|
|
|
[VivoxVoice]
|
|
; The VivoxVoice module will allow you to provide voice on your
|
|
; region(s). It uses the same voice technology as the LL grid and
|
|
; works with recent LL clients (we have tested 1.22.9.110075, so
|
|
; anything later ought to be fine as well).
|
|
;
|
|
; For this to work you need to obtain an admin account from Vivox
|
|
; that allows you to create voice accounts and region channels.
|
|
|
|
enabled = false
|
|
|
|
; vivox voice server
|
|
vivox_server = www.foobar.vivox.com
|
|
|
|
; vivox SIP URI
|
|
vivox_sip_uri = foobar.vivox.com
|
|
|
|
; vivox admin user name
|
|
vivox_admin_user = DeepThroat
|
|
|
|
; vivox admin password
|
|
vivox_admin_password = VoiceG4te
|
|
|
|
; channel type: "channel" or "positional"
|
|
; - positional: spatial sound (default)
|
|
; - channel: normal "conference call", no spatial sound
|
|
;vivox_channel_type = positional
|
|
|
|
; channel characteristics (unless you know what you are doing, i'd
|
|
; leave them as they are --- now you WILL muck around with them,
|
|
; huh? sigh)
|
|
|
|
; channel distance model:
|
|
; 0 - no attenuation
|
|
; 1 - inverse distance attenuation
|
|
; 2 - linear attenuation (default)
|
|
; 3 - exponential attenuation
|
|
;vivox_channel_distance_model = 2
|
|
|
|
; channel mode:
|
|
; - "open" (default)
|
|
; - "lecture"
|
|
; - "presentation"
|
|
; - "auditorium"
|
|
;vivox_channel_mode = "open"
|
|
|
|
; channel roll off: rate of attenuation
|
|
; - a value between 1.0 and 4.0, default is 2.0
|
|
;vivox_channel_roll_off = 2.0
|
|
|
|
; channel max range: distance at which channel is silent
|
|
; - a value between 0 and 160, default is 80
|
|
;vivox_channel_max_range = 80
|
|
|
|
; channel clamping distance: distance before attenuation applies
|
|
; - a value between 0 and 160, default is 10
|
|
;vivox_channel_clamping_distance = 10
|
|
|
|
|
|
[Groups]
|
|
Enabled = false
|
|
|
|
; This is the current groups stub in Region.CoreModules.Avatar.Groups. All the other settings below only really
|
|
; apply to the Flotsam/SimianGrid GroupsModule
|
|
Module = Default
|
|
|
|
; This module can use a PHP XmlRpc server from the Flotsam project at http://code.google.com/p/flotsam/
|
|
; or from the SimianGrid project at http://code.google.com/p/openmetaverse
|
|
;Module = GroupsModule
|
|
|
|
; Enable Group Notices
|
|
;NoticesEnabled = true
|
|
|
|
; This makes the Groups modules very chatty on the console.
|
|
DebugEnabled = false
|
|
|
|
; Groups data is cached for this number of seconds before another request is made to the groups service
|
|
; Set to 0 to disable the cache.
|
|
; Default is 30 seconds
|
|
GroupsCacheTimeout = 30
|
|
|
|
; Specify which messaging module to use for groups messaging and if it's enabled
|
|
MessagingModule = GroupsMessagingModule
|
|
;MessagingEnabled = true
|
|
|
|
; Experimental option to only message cached online users rather than all users
|
|
; Should make large group with few online members messaging faster, as the expense of more calls to ROBUST presence service
|
|
; This currently only applies to the Flotsam XmlRpc backend
|
|
MessageOnlineUsersOnly = false
|
|
|
|
; Service connectors to the Groups Service. Select one depending on whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
|
|
|
|
; SimianGrid Service for Groups
|
|
;ServicesConnectorModule = SimianGroupsServicesConnector
|
|
;GroupsServerURI = http://mygridserver.com:82/Grid/
|
|
|
|
; Flotsam XmlRpc Service for Groups
|
|
;ServicesConnectorModule = XmlRpcGroupsServicesConnector
|
|
;GroupsServerURI = http://yourxmlrpcserver.com/xmlrpc.php
|
|
|
|
; XmlRpc Security settings. These must match those set on your backend groups service if the service is using these keys
|
|
;XmlRpcServiceReadKey = 1234
|
|
;XmlRpcServiceWriteKey = 1234
|
|
|
|
; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests,
|
|
; this is a work around fora problem discovered on some Windows based region servers.
|
|
; Only disable keep alive if you see a large number (dozens) of the following Exceptions:
|
|
; System.Net.WebException: The request was aborted: The request was canceled.
|
|
; XmlRpcDisableKeepAlive = false
|
|
|
|
; Minimum user level required to create groups
|
|
;LevelGroupCreate = 0
|
|
|
|
|
|
[PacketPool]
|
|
;RecyclePackets = true;
|
|
;RecycleDataBlocks = true;
|
|
|
|
; If true, then the basic packet objects used to receive data are also recycled, not just the LLUDP packets.
|
|
; This reduces data churn
|
|
; This setting is currently experimental and defaults to false.
|
|
RecycleBaseUDPPackets = false;
|
|
|
|
|
|
[InterestManagement]
|
|
; This section controls how state updates are prioritized for each client
|
|
; Valid values are BestAvatarResponsiveness, Time, Distance,
|
|
; SimpleAngularDistance, and FrontBack
|
|
UpdatePrioritizationScheme = BestAvatarResponsiveness
|
|
ReprioritizationEnabled = true
|
|
ReprioritizationInterval = 2000.0
|
|
RootReprioritizationDistance = 10.0
|
|
ChildReprioritizationDistance = 20.0
|
|
|
|
[Monitoring]
|
|
; Enable region monitoring
|
|
; If true, this will print out an error if more than a minute has passed since the last simulator frame
|
|
; Also is another source of region statistics provided via the regionstats URL
|
|
Enabled = true
|
|
|
|
; View region statistics via a web page
|
|
; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page
|
|
; Use a web browser and type in the "Login URI" + "/SStats/"
|
|
; For example- http://127.0.0.1:9000/SStats/
|
|
[WebStats]
|
|
; enabled=false
|
|
|
|
|
|
[MediaOnAPrim]
|
|
; Enable media on a prim facilities
|
|
Enabled = true;
|
|
|
|
[NPC]
|
|
;; Enable Non Player Character (NPC) facilities
|
|
Enabled = false
|
|
|
|
[Terrain]
|
|
InitialTerrain = "pinhead-island"
|
|
|
|
;;
|
|
;; If you are using a simian grid frontend you can enable
|
|
;; this module to upload tile images for the mapping fn
|
|
;;
|
|
[SimianGridMaptiles]
|
|
Enabled = False
|
|
MaptileURL = "http://www.mygrid.com/Grid/"
|
|
RefreshTime = 3600
|
|
|
|
;;
|
|
;; JsonStore module provides structured store for scripts
|
|
;;
|
|
[JsonStore]
|
|
Enabled = False
|
|
|
|
;;
|
|
;; These are defaults that are overwritten below in [Architecture].
|
|
;; These defaults allow OpenSim to work out of the box with
|
|
;; zero configuration
|
|
;;
|
|
[AssetService]
|
|
DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
|
|
AssetLoaderArgs = "assets/AssetSets.xml"
|
|
|
|
; Disable this to prevent the default asset set from being inserted into the
|
|
; asset store each time the region starts
|
|
AssetLoaderEnabled = true
|
|
|
|
[GridService]
|
|
;; default standalone, overridable in StandaloneCommon.ini
|
|
StorageProvider = "OpenSim.Data.Null.dll:NullRegionData"
|
|
|
|
[AutoBackupModule]
|
|
;; default is module is disabled at the top level
|
|
AutoBackupModuleEnabled = false
|
|
|
|
[Modules]
|
|
Include-modules = "addon-modules/*/config/*.ini"
|