· 10 years ago · Mar 23, 2016, 11:00 PM
1;; This is the main configuration file for OpenSimulator.
2;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
3;; If it's named OpenSim.ini.example then you will need to copy it to
4;; OpenSim.ini first (if that file does not already exist)
5;;
6;; Once you have copied OpenSim.ini.example to OpenSim.ini you will at least
7;; need to set the constants in the [Const] section and pick an architecture
8;; in the [Architecture] section at the end of this file. The architecture
9;; will require a suitable .ini file in the config-include directory, either
10;; StandaloneCommon.ini or GridCommon.ini which you can copy and modify from the
11;; available .example files.
12;;
13;; The settings in this file are in the form "<key> = <value>". For example,
14;; save_crashes = false in the [Startup] section below.
15;;
16;; All settings are initially commented out and the default value used, as
17;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
18;; deleting the initial semicolon (;) and then change the value. This will
19;; override the value in OpenSimDefaults.ini
20;;
21;; If you want to find out what configuration OpenSimulator has finished with
22;; once all the configuration files are loaded then type "config show" on the
23;; region console command line.
24;;
25;;
26;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
27;;
28;; All leading white space is ignored, but preserved.
29;;
30;; Double semicolons denote a text comment
31;;
32;; ;# denotes a configuration directive description
33;; formatted as:
34;; {option} {depends on} {question to ask} {choices} default value
35;; Any text comments following the declaration, up to the next blank line.
36;; will be copied to the generated file (NOTE: generation is not yet
37;; implemented)
38;;
39;; A * in the choices list will allow an empty entry.
40;; An empty question will set the default if the dependencies are
41;; satisfied.
42;;
43;; ; denotes a commented out option.
44;; Any options added to OpenSim.ini.example should be initially commented
45;; out.
46
47
48[Const]
49 ; For a grid these will usually be the externally accessible IP/DNS
50 ; name and use default public port 8002 and default private port 8003
51 ; For a standalone this will usually be the externally accessible IP/DNS
52 ; name and use default public port 9000. The private port is not used
53 ; in the configuration for a standalone.
54
55 ;# {BaseURL} {} {BaseURL} {"http://example.com" "http://127.0.0.1"} "http://127.0.0.1"
56 BaseURL = "http://regions1.openvirtuallife.com"
57
58 ;# {PublicPort} {} {PublicPort} {8002 9000} "8002"
59 PublicPort = "8002"
60
61 ;# {PrivatePort} {} {PrivatePort} {8003} "8003"
62 PrivatePort = "8003"
63
64
65[Startup]
66 ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
67 ;; Console prompt
68 ;; Certain special characters can be used to customize the prompt
69 ;; Currently, these are
70 ;; \R - substitute region name
71 ;; \\ - substitute \
72 ; ConsolePrompt = "Region (\R) "
73
74 ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
75 ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
76 ; ConsoleHistoryFileEnabled = true
77
78 ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
79 ;; The history file can be just a filename (relative to OpenSim's bin/ directory
80 ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
81 ; ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
82
83 ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
84 ;; How many lines of command history should we keep? (default is 100)
85 ; ConsoleHistoryFileLines = 100
86
87 ;# {save_crashes} {} {Save crashes to disk?} {true false} false
88 ;; Set this to true if you want to log crashes to disk
89 ;; this can be useful when submitting bug reports.
90 ;; However, this will only log crashes within OpenSimulator that cause the
91 ;; entire program to exit
92 ;; It will not log crashes caused by virtual machine failures, which
93 ;; includes mono and ODE failures.
94 ;; You will need to capture these native stack traces by recording the
95 ;; session log itself.
96 save_crashes = true
97
98 ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
99 ;; Directory to save crashes to if above is enabled
100 ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
101 crash_dir = "crashes"
102
103 ;# {PIDFile} {} {Path to PID file?} {}
104 ;; Place to create a PID file
105 PIDFile = "/tmp/OpenSim.exe.pid"
106
107 ;# {RegistryLocation} {} {Addins Registry Location} {}
108 ; Set path to directory for addin registry if you want addins outside of bin.
109 ; Information about the registered repositories and installed plugins will
110 ; be stored here. The OpenSim.exe process must have R/W access to the location.
111 ; RegistryLocation = "."
112
113 ;# {ConfigDirectory} {} {Set path to directory for modular ini files} {}
114 ; Used by region module addins. You can set this to outside bin, so that addin
115 ; configurations will survive updates. The OpenSim.exe process must have R/W access
116 ; to the location.
117 ; ConfigDirectory = "."
118
119 ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
120 ;; Determine where OpenSimulator looks for the files which tell it
121 ;; which regions to server
122 ;; Default is "filesystem"
123 ; region_info_source = "filesystem"
124 ; region_info_source = "web"
125
126 ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
127 ;; Determines where the region XML files are stored if you are loading
128 ;; these from the filesystem.
129 ;; Defaults to bin/Regions in your OpenSimulator installation directory
130 ; regionload_regionsdir="C:\somewhere\xmlfiles\"
131
132 ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
133 ;; Determines the page from which regions xml is retrieved if you are
134 ;; loading these from the web.
135 ;; The XML here has the same format as it does on the filesystem
136 ;; (including the <Root> tag), except that everything is also enclosed
137 ;; in a <Regions> tag.
138 ; regionload_webserver_url = "http://example.com/regions.xml";
139
140 ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
141 ;; Allow the simulator to start up if there are no region configuration available
142 ;; from the selected region_info_source.
143 allow_regionless = true
144
145 ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
146 ;; Minimum size for non-physical prims. Affects resizing of existing
147 ;; prims. This can be overridden in the region config file (as
148 ;; NonPhysicalPrimMin!).
149 ; NonPhysicalPrimMin = 0.001
150
151 ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
152 ;; Maximum size for non-physical prims. Affects resizing of existing
153 ;; prims. This can be overridden in the region config file (as
154 ;; NonPhysicalPrimMax!).
155 ; NonPhysicalPrimMax = 256
156
157 ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
158 ;; Minimum size where a prim can be physical. Affects resizing of
159 ;; existing prims. This can be overridden in the region config file.
160 ; PhysicalPrimMin = 0.01
161
162 ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
163 ;; Maximum size where a prim can be physical. Affects resizing of
164 ;; existing prims. This can be overridden in the region config file.
165 ; PhysicalPrimMax = 64
166
167 ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
168 ;; If a viewer attempts to rez a prim larger than the non-physical or
169 ;; physical prim max, clamp the dimensions to the appropriate maximum
170 ;; This can be overridden in the region config file.
171 ; ClampPrimSize = false
172
173 ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
174 ;; Maximum number of prims allowable in a linkset. Affects creating new
175 ;; linksets. Ignored if less than or equal to zero.
176 ;; This can be overridden in the region config file.
177 ; LinksetPrims = 0
178
179 ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
180 ;; Allow scripts to keep running when they cross region boundaries, rather
181 ;; than being restarted. State is reloaded on the destination region.
182 ;; This only applies when crossing to a region running in a different
183 ;; simulator.
184 ;; For crossings where the regions are on the same simulator the script is
185 ;; always kept running.
186 ; AllowScriptCrossing = true
187
188 ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
189 ;; Allow compiled script binary code to cross region boundaries.
190 ;; If you set this to "true", any region that can teleport to you can
191 ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
192 ;; YOU HAVE BEEN WARNED!!!
193 ; TrustBinaries = false
194
195 ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content or varregions!)} {true false} false
196 ;; Combine all contiguous regions into one large megaregion
197 ;; Order your regions from South to North, West to East in your regions.ini
198 ;; and then set this to true
199 ;; Warning! Don't use this with regions that have existing content!,
200 ;; This will likely break them
201 ;; Also, this setting should be set to false for varregions as they are proper larger single regions rather than combined smaller regions.
202 ; CombineContiguousRegions = false
203
204 ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
205 ;; If you have only one region in an instance, or to avoid the many bugs
206 ;; that you can trigger in modules by restarting a region, set this to
207 ;; true to make the entire instance exit instead of restarting the region.
208 ;; This is meant to be used on systems where some external system like
209 ;; Monit will restart any instance that exits, thereby making the shutdown
210 ;; into a restart.
211 ; InworldRestartShutsDown = false
212
213 ;; Persistence of changed objects happens during regular sweeps. The
214 ;; following control that behaviour to prevent frequently changing objects
215 ;; from heavily loading the region data store.
216 ;; If both of these values are set to zero then persistence of all changed
217 ;; objects will happen on every sweep.
218
219 ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
220 ;; Objects will be considered for persistance in the next sweep when they
221 ;; have not changed for this number of seconds.
222 ; MinimumTimeBeforePersistenceConsidered = 60
223
224 ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
225 ;; Objects will always be considered for persistance in the next sweep
226 ;; if the first change occurred this number of seconds ago.
227 ; MaximumTimeBeforePersistenceConsidered = 600
228
229 ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
230 ;; if you would like to allow prims to be physical and move by physics
231 ;; with the physical checkbox in the client set this to true.
232 ; physical_prim = true
233
234 ;; Select a mesher here.
235 ;;
236 ;; Meshmerizer properly handles complex prims by using triangle meshes.
237 ;; Note that only the ODE physics engine currently deals with meshed
238 ;; prims in a satisfactory way.
239
240 ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
241 ;; ZeroMesher is faster but leaves the physics engine to model the mesh
242 ;; using the basic shapes that it supports.
243 ;; Usually this is only a box.
244 ;; Default is Meshmerizer
245 ; meshing = Meshmerizer
246 ; meshing = ZeroMesher
247 ;; select ubODEMeshmerizer only with ubOde physics engine
248 meshing = ubODEMeshmerizer
249
250 ;; Choose one of the physics engines below
251 ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
252 ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
253 ;; BulletSim supports varregions.
254 ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
255 ;; It continues to provide a workable physics implementation. It does not currently support varregions.
256 ;; basicphysics effectively does not model physics at all, making all objects phantom.
257 ;; Default is BulletSim
258 ; physics = OpenDynamicsEngine
259 ; physics = BulletSim
260 ; physics = basicphysics
261 ; physics = POS
262 ;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
263 physics = ubODE
264
265 ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
266 ;; Default script engine to use. Currently, we only have XEngine
267 ; DefaultScriptEngine = "XEngine"
268
269 ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
270 ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
271 ;; required
272 ; HttpProxy = "http://proxy.com:8080"
273
274 ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
275 ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
276 ;; list of regular expressions for URLs that you don't want to go through
277 ;; the proxy.
278 ;; For example, servers inside your firewall.
279 ;; Separate patterns with a ';'
280 ; HttpProxyExceptions = ".mydomain.com;localhost"
281
282 ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
283 ;; The email module requires some configuration. It needs an SMTP
284 ;; server to send mail through.
285 ; emailmodule = DefaultEmailModule
286
287 ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
288 ;; SpawnPointRouting adjusts the landing for incoming avatars.
289 ;; "closest" will place the avatar at the SpawnPoint located in the closest
290 ;; available spot to the destination (typically map click/landmark).
291 ;; "random" will place the avatar on a randomly selected spawnpoint;
292 ;; "sequence" will place the avatar on the next sequential SpawnPoint
293 ; SpawnPointRouting = closest
294
295 ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
296 ;; TelehubAllowLandmark allows users with landmarks to override telehub
297 ;; routing and land at the landmark coordinates when set to true
298 ;; default is false
299 ; TelehubAllowLandmark = false
300
301
302[AccessControl]
303 ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
304 ;; Bar (|) separated list of viewers which may gain access to the regions.
305 ;; One can use a substring of the viewer name to enable only certain
306 ;; versions
307 ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
308 ;; - "Imprudence" has access
309 ;; - "Imprudence 1.3" has access
310 ;; - "Imprudence 1.3.1" has no access
311 ; AllowedClients = ""
312
313 ;# {DeniedClients} {} {Bar (|) separated list of denied clients} {}
314 ;; Bar (|) separated list of viewers which may not gain access to the regions.
315 ;; One can use a Substring of the viewer name to disable only certain
316 ;; versions
317 ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
318 ;; - "Imprudence" has no access
319 ;; - "Imprudence 1.3" has no access
320 ;; - "Imprudence 1.3.1" has access
321 ;;
322 ; DeniedClients = ""
323
324
325[Map]
326 ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
327 ;; Map tile options.
328 ;; If true, then maptiles are generated using the MapImageModule below.
329 ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
330 ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
331 ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
332 GenerateMaptiles = true
333
334 ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
335 ;; The module to use in order to generate map images.
336 ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
337 ;; generate better images.
338 MapImageModule = "MapImageModule"
339
340 ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
341 ;; If desired, a running region can update the map tiles periodically
342 ;; to reflect building activity. This names no sense of you don't have
343 ;; prims on maptiles. Value is in seconds.
344 ; MaptileRefresh = 0
345
346 ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
347 ;; If not generating maptiles, use this static texture asset ID
348 ;; This may be overridden on a per region basis in Regions.ini
349 ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
350
351 ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
352 ;; Use terrain texture for maptiles if true, use shaded green if false
353 ; TextureOnMapTile = true
354
355 ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
356 ;; Draw objects on maptile. This step might take a long time if you've
357 ;; got a large number of objects, so you can turn it off here if you'd like.
358 ; DrawPrimOnMapTile = true
359
360 ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
361 ;; Texture the faces of the prims that are rendered on the map tiles.
362 ; TexturePrims = true
363
364 ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
365 ;; Only texture prims that have a diagonal size greater than this number
366 ; TexturePrimSize = 48
367
368 ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
369 ;; Attempt to render meshes and sculpties on the map
370 ; RenderMeshes = false;
371
372
373[Permissions]
374 ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
375 ;; Permission modules to use, separated by comma.
376 ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
377 ; permissionmodules = DefaultPermissionsModule
378
379 ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
380 ;; These are the parameters for the default permissions module
381 ;;
382 ;; If set to false, then, in theory, the server never carries out
383 ;; permission checks (allowing anybody to copy
384 ;; any item, etc. This may not yet be implemented uniformally.
385 ;; If set to true, then all permissions checks are carried out
386 ; serverside_object_permissions = true
387
388 ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
389 ;; This allows users with a UserLevel of 200 or more to assume god
390 ;; powers in the regions in this simulator.
391 ; allow_grid_gods = false
392
393 ;; This allows some control over permissions
394 ;; please note that this still doesn't duplicate SL, and is not intended to
395 ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
396 ;; Allow region owners to assume god powers in their regions
397 ; region_owner_is_god = true
398
399 ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
400 ;; Allow region managers to assume god powers in regions they manage
401 ; region_manager_is_god = false
402
403 ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} false
404 ;; Allow parcel owners to assume god powers in their parcels
405 ; parcel_owner_is_god = false
406
407 ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
408 ;; More control over permissions
409 ;; This is definitely not SL!
410 ;; Provides a simple control for land owners to give build rights to
411 ;; specific avatars in publicly accessible parcels that disallow object
412 ;; creation in general.
413 ;; Owners specific avatars by adding them to the Access List of the parcel
414 ;; without having to use the Groups feature
415 ; simple_build_permissions = false
416
417
418[Estates]
419 ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
420 ; If these values are uncommented then they will be used to create a default estate as necessary.
421 ; New regions will be automatically assigned to that default estate.
422
423 ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
424 ;; Name for the default estate
425 ; DefaultEstateName = My Estate
426
427 ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
428 ;; Name for default estate owner
429 ; DefaultEstateOwnerName = FirstName LastName
430
431
432 ; ** Standalone Estate Settings **
433 ; The following parameters will only be used on a standalone system to
434 ; create an estate owner that does not already exist
435
436 ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
437 ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
438 ;; UUID will be assigned. This is normally what you want
439 ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
440
441 ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
442 ;; Email address for the default estate owner
443 ; DefaultEstateOwnerEMail = owner@domain.com
444
445 ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
446 ;; Password for the default estate owner
447 ; DefaultEstateOwnerPassword = password
448
449
450[SMTP]
451 ;; The SMTP server enabled the email module to send email to external
452 ;; destinations.
453
454 ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
455 ;; Enable sending email via SMTP
456 ; enabled = false
457
458 ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
459 ; internal_object_host = lsl.opensim.local
460
461 ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
462 ; host_domain_header_from = "127.0.0.1"
463
464 ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
465 ; email_pause_time = 20
466
467 ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
468 ; email_max_size = 4096
469
470 ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
471 ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
472
473 ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
474 ; SMTP_SERVER_PORT = 25
475
476 ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
477 ; SMTP_SERVER_LOGIN = ""
478
479 ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
480 ; SMTP_SERVER_PASSWORD = ""
481
482
483[Network]
484 ;# {ConsoleUser} {} {User name for console account} {}
485 ;; Configure the remote console user here. This will not actually be used
486 ;; unless you use -console=rest at startup.
487 ; ConsoleUser = "websystem"
488 ;# {ConsolePass} {} {Password for console account} {}
489 ;ConsolePass = "we9529xn"
490 ;# {console_port} {} {Port for console connections} {} 0
491 ;console_port = 8005
492
493 ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
494 ;; Simulator HTTP port. This is not the region port, but the port the
495 ;; entire simulator listens on. This port uses the TCP protocol, while
496 ;; the region ports use UDP.
497 http_listener_port = 9001
498
499 ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
500 ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
501 ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
502 ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
503 ;
504 ; You can whitelist individual endpoints by IP or FQDN, e.g.
505 ;
506 ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
507 ;
508 ; You can specify multiple addresses by separating them with a bar. For example,
509 ;
510 ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
511 ;
512 ; If an address if given without a port number then port 80 is assumed
513 ;
514 ; You can also specify a network range in CIDR notation to whitelist, e.g.
515 ;
516 ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
517 ;
518 ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
519 ; To specify an individual IP address use the /32 netmask
520 ;
521 ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
522 ;
523 ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation
524
525 ;# {HttpBodyMaxLenMAX} {} {Maximum bytes allowed for HTTP_BODY_MAXLENGTH} {} 16384
526 ;; By default, llHTTPRequest limits the response body to 2048 bytes.
527 ;; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum
528 ;; of HttpBodyMaxLenMAX bytes.
529 ;; Please be aware that the limit can be set to insanely high values,
530 ;; effectively removing any limitation. This will expose your sim to a
531 ;; known attack. It is not recommended to set this limit higher than
532 ;; the highest value that is actually needed by existing applications!
533 ;; 16384 is the SL compatible value.
534 ; HttpBodyMaxLenMAX=16384
535
536 ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
537 ;; Hostname to use in llRequestURL/llRequestSecureURL
538 ;; if not defined - default machine name is being used
539 ;; (on Windows this mean NETBIOS name - useably only inside local network)
540 ExternalHostNameForLSL = "http://regions1.openvertuallife.com"
541
542 ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
543 ;; What is reported as the "X-Secondlife-Shard"
544 ;; Defaults to the user server url if not set
545 ;; The old default is "OpenSim", set here for compatibility
546 ;; The below is not commented for compatibility.
547 shard = "OpenSim"
548
549 ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
550 ;; What is reported as the "User-Agent" when using llHTTPRequest
551 ;; Defaults to not sent if not set here. See the notes section in the wiki
552 ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
553 ;; " (Mozilla Compatible)" to the text where there are problems with a
554 ;; web server
555 user_agent = "OpenVirtualLife LSL (Mozilla Compatible)"
556
557 ;; The follow 3 variables are for HTTP Basic Authentication for the Robust services.
558 ;; Use this if your central services in port 8003 need to be accessible on the Internet
559 ;; but you want to protect them from unauthorized access. The username and password
560 ;; here need to match the ones in the Robust service configuration.
561 ; AuthType = "BasicHttpAuthentication"
562 ; HttpAuthUsername = "some_username"
563 ; HttpAuthPassword = "some_password"
564 ;;
565 ;; Any of these 3 variables above can be overriden in any of the service sections.
566
567
568[XMLRPC]
569 ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
570 ;; If enabled and set to XmlRpcRouterModule, this will post an event,
571 ;; "xmlrpc_uri(string)" to the script concurrently with the first
572 ;; remote_data event. This will contain the fully qualified URI an
573 ;; external site needs to use to send XMLRPC requests to that script
574 ;;
575 ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
576 ;; will be registered with an external service via a configured uri
577 ; XmlRpcRouterModule = "XmlRpcRouterModule"
578
579 ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
580 ;XmlRpcPort = 20800
581
582 ;# {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
583 ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
584 ;; will use this address to register xmlrpc channels on the external
585 ;; service
586 ; XmlRpcHubURI = http://example.com
587
588
589[ClientStack.LindenUDP]
590 ;; See OpensSimDefaults.ini for the throttle options. You can copy the
591 ;; relevant sections and override them here.
592 ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
593 ;; with the next update!
594
595 ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
596 ;; Quash and remove any light properties from attachments not on the
597 ;; hands. This allows flashlights and lanterns to function, but kills
598 ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
599 ;; will also be affected.
600 ;; This is especially important in artistic builds that depend on lights
601 ;; on the build for their appearance, since facelights will cause the
602 ;; building's lights to possibly not be rendered.
603 ; DisableFacelights = "false"
604
605
606[ClientStack.LindenCaps]
607 ;; For the long list of capabilities, see OpenSimDefaults.ini
608 ;; Here are the few ones you may want to change. Possible values
609 ;; are:
610 ;; "" -- empty, capability disabled
611 ;; "localhost" -- capability enabled and served by the simulator
612 ;; "<url>" -- capability enabled and served by some other server
613 ;;
614 ; These are enabled by default to localhost. Change if you see fit.
615 Cap_GetTexture = "localhost"
616 Cap_GetMesh = "localhost"
617 Cap_AvatarPickerSearch = "localhost"
618 Cap_GetDisplayNames = "localhost"
619
620
621[SimulatorFeatures]
622
623 ;# {SearchServerURI} {} {URL of the search server} {}
624 ;; Optional. If given this serves the same purpose as the grid wide
625 ;; [LoginServices] SearchURL setting and will override that where
626 ;; supported by viewers.
627 ;SearchServerURI = "http://127.0.0.1:9000/"
628
629 ;# {DestinationGuideURI} {} {URL of the destination guide} {}
630 ;; Optional. If given this serves the same purpose as the grid wide
631 ;; [LoginServices] DestinationGuide setting and will override that where
632 ;; supported by viewers.
633 ;DestinationGuideURI = "http://127.0.0.1:9000/guide"
634
635
636[Chat]
637 ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
638 ;; Distance in meters that whispers should travel.
639 ; whisper_distance = 10
640
641 ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
642 ;; Distance in meters that ordinary chat should travel.
643 ; say_distance = 20
644
645 ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
646 ;; Distance in meters that shouts should travel.
647 ; shout_distance = 100
648
649
650[EntityTransfer]
651 ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
652 ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
653 ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
654 ;DisableInterRegionTeleportCancellation = false
655
656
657[Messaging]
658 ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
659 ;; Module to handle offline messaging. The core module requires an external
660 ;; web service to do this. See OpenSim wiki.
661 ; OfflineMessageModule = OfflineMessageModule
662 ;; Or, alternatively, use this one, which works for both standalones and grids
663 OfflineMessageModule = "Offline Message Module V2"
664
665 ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
666 ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
667 ; OfflineMessageURL = ${Const|BaseURL}/Offline.php
668 OfflineMessageURL = http://login.openvirtuallife.com:${Const|PrivatePort}
669
670 ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
671 ;; For standalones, this is the storage dll.
672 StorageProvider = OpenSim.Data.MySQL.dll
673
674 ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
675 ;; Mute list handler (not yet implemented). MUST BE SET to allow offline
676 ;; messages to work
677 MuteListModule = MuteListModule
678
679 ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
680 ;; URL of the web service that serves mute lists. Not currently used, but
681 ;; must be set to allow offline messaging to work.
682 MuteListURL = http://www.openvirtuallife.dom/Mute
683
684 ; Control whether group invites and notices are stored for offline users.
685 ;; Default is true.
686 ;; This applies to both core groups module.
687 ForwardOfflineGroupMessages = true
688
689
690[BulletSim]
691 ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
692 AvatarToAvatarCollisionsByDefault = true
693
694
695[ODEPhysicsSettings]
696 ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
697 ;; Do we want to mesh sculpted prim to collide like they look?
698 ;; If you are seeing sculpt texture decode problems
699 ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
700 ;; then you might want to try setting this to false.
701 ; mesh_sculpted_prim = true
702
703 ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false
704 ;; If you would like physics joints to be enabled through a special naming
705 ;; convention in the client, set this to true.
706 ;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
707 ; use_NINJA_physics_joints = false
708
709[RemoteAdmin]
710 ;; This is the remote admin module, which uses XMLRPC requests to
711 ;; manage regions from a web interface.
712
713 ;# {enabled} {} {Enable the remote admin interface?} {true false} false
714 ; enabled = false
715
716 ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
717 ;; Set this to a nonzero value to have remote admin use a different port
718 ; port = 0
719
720 ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
721 ;; This password is required to make any XMLRPC call (should be set as
722 ;; the "password" parameter)
723 ; access_password = ""
724
725 ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
726 ;; List the IP addresses allowed to call RemoteAdmin
727 ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
728 ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
729 ; access_ip_addresses =
730
731 ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
732 ;; set this variable to true if you want the create_region XmlRpc
733 ;; call to unconditionally enable voice on all parcels for a newly
734 ;; created region
735 ; create_region_enable_voice = false
736
737 ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
738 ;; set this variable to false if you want the create_region XmlRpc
739 ;; call to create all regions as private per default (can be
740 ;; overridden in the XmlRpc call)
741 ; create_region_public = false
742
743 ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
744 ;; enable only those methods you deem to be appropriate using a | delimited
745 ;; whitelist.
746 ;; For example:
747 ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
748 ;; if this parameter is not specified but enabled = true, all methods
749 ;; will be available
750 ; enabled_methods = all
751
752 ;; specify the default appearance for an avatar created through the remote
753 ;; admin interface
754 ;; This will only take effect is the file specified by the
755 ;; default_appearance setting below exists
756 ; default_male = Default Male
757 ; default_female = Default Female
758
759 ;; Update appearance copies inventory items and wearables of default
760 ;; avatars. if this value is false, just worn assets are copied to the
761 ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
762 ;; The receiver will wear the same items the default avatar did wear.
763 ; copy_folders = false
764
765 ;; Path to default appearance XML file that specifies the look of the
766 ;; default avatars
767 ; default_appearance = default_appearance.xml
768
769
770[Wind]
771 ;# {enabled} {} {Enable wind module?} {true false} true
772 ;; Enables the wind module.
773 ; enabled = true
774
775 ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
776 ;; How often should wind be updated, as a function of world frames.
777 ;; Approximately 50 frames a second
778 ; wind_update_rate = 150
779
780 ;; The Default Wind Plugin to load
781 ; wind_plugin = SimpleRandomWind
782
783 ;; These settings are specific to the ConfigurableWind plugin
784 ;; To use ConfigurableWind as the default, simply change wind_plugin
785 ;; to ConfigurableWind and uncomment the following.
786 ; avg_strength = 5.0
787 ; avg_direction = 0.0
788 ; var_strength = 5.0
789 ; var_direction = 30.0
790 ; rate_change = 1.0
791
792 ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
793 ;; This setting is specific to the SimpleRandomWind plugin
794 ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
795 ; strength = 1.0
796
797
798[LightShare]
799 ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
800 ;; This enables the transmission of Windlight scenes to supporting clients,
801 ;; such as the Meta7 viewer.
802 ;; It has no ill effect on viewers which do not support server-side
803 ;; windlight settings.
804 ; enable_windlight = false
805
806
807[Materials]
808 ;# {enable_materials} {} {Enable Materials support?} {true false} true
809 ;; This enables the use of Materials.
810 ; enable_materials = true
811 ; MaxMaterialsPerTransaction = 50
812
813[DataSnapshot]
814 ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
815 ;; The following set of configs pertains to search.
816 ;; Set index_sims to true to enable search engines to index your
817 ;; searchable data.
818 ;; If false, no data will be exposed, DataSnapshot module will be off,
819 ;; and you can ignore the rest of these search-related configs.
820 index_sims = false
821
822 ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
823 ;; The variable data_exposure controls what the regions expose:
824 ;; minimum: exposes only things explicitly marked for search
825 ;; all: exposes everything
826 data_exposure = minimum
827
828 ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
829 ;; If search is on, change this to your grid name; will be ignored for
830 ;; standalones
831 gridname = "OVLGrid"
832
833 ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
834 ;; Period between data snapshots, in seconds. 20 minutes, for starters,
835 ;; so that you see the initial changes fast.
836 ;; Later, you may want to increase this to 3600 (1 hour) or more
837 ; default_snapshot_period = 1200
838
839 ;; This will be created in bin, if it doesn't exist already. It will hold
840 ;; the data snapshots.
841 ; snapshot_cache_directory = "DataSnapshot"
842
843 ;; [Supported, but obsolete]
844 ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
845 ; This semicolon-separated string serves to notify specific data services
846 ; about the existence of this sim. Uncomment if you want to index your
847 ; data with this and/or other search providers.
848 ; data_services="http://metaverseink.com/cgi-bin/register.py"
849
850 ;; New way of specifying data services, one per service
851 DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
852
853[Economy]
854 ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
855 ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
856 ; There is no intention to implement anything further in core OpenSimulator.
857 ; This functionality has to be provided by third party modules.
858
859 ;; Enables selling things for $0. Default is true.
860 SellEnabled = true
861
862 ;# {PriceUpload} {} {Price for uploading?} {} 0
863 ;; Money Unit fee to upload textures, animations etc. Default is 0.
864 PriceUpload = 30
865
866 ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
867 ;; Money Unit fee to create groups. Default is 0.
868 PriceGroupCreate = 30
869
870
871[XEngine]
872 ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
873 ;; Enable this engine in this OpenSim instance
874 ; Enabled = true
875
876 ;; How many threads to keep alive even if nothing is happening
877 ; MinThreads = 2
878
879 ;; How many threads to start at maximum load
880 ; MaxThreads = 100
881
882 ;; Time a thread must be idle (in seconds) before it dies
883 ; IdleTimeout = 60
884
885 ;; llSetTimerEvent minimum value. Default 0.5s, 0.05s whould be more resonable
886 ; MinTimerInterval = 0.5
887
888 ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
889 ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
890 ;; "Highest")
891 ; Priority = "BelowNormal"
892
893 ;; Maximum number of events to queue for a script (excluding timers)
894 ; MaxScriptEventQueue = 300
895
896 ;; Stack size per script engine thread in bytes.
897 ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
898 ;; The trade-off may be increased memory usage by the script engine.
899 ; ThreadStackSize = 262144
900
901 ;; Set this to true (the default) to load each script into a separate
902 ;; AppDomain.
903 ;;
904 ;; Setting this to false will load all script assemblies into the
905 ;; current AppDomain, which will significantly improve script loading times.
906 ;; It will also reduce initial per-script memory overhead.
907 ;;
908 ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
909 ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
910 ;; Some Windows users have also reported script loading problems when AppDomainLoading = false
911 ; AppDomainLoading = true
912
913 ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
914 ;; co-op will be more stable but this option is currently experimental.
915 ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
916 ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
917 ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
918 ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
919 ;; Current valid values are "abort" and "co-op"
920 ; ScriptStopStrategy = co-op
921
922
923 ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
924 ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
925 ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
926 ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
927 ;; by scripts have changed.
928 ; DeleteScriptsOnStartup = true
929
930 ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
931 ;; Default language for scripts
932 ; DefaultCompileLanguage = "lsl"
933
934 ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
935 ;; List of allowed languages (lsl,vb,cs)
936 ;; AllowedCompilers=lsl,cs,vb
937 ;; *warning*, non lsl languages have access to static methods such as
938 ;; System.IO.File. Enable at your own risk.
939 ; AllowedCompilers = "lsl"
940
941 ;; Compile debug info (line numbers) into the script assemblies
942 ; CompileWithDebugInformation = true
943
944 ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section
945
946 ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
947 ;; Time a script can spend in an event handler before it is interrupted
948 ; EventLimit = 30
949
950 ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
951 ;; If a script overruns it's event limit, kill the script?
952 ; KillTimedOutScripts = false
953
954 ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
955 ;; Sets the multiplier for the scripting delays
956 ; ScriptDelayFactor = 1.0
957
958 ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
959 ;; The factor the 10 m distances limits are multiplied by
960 ; ScriptDistanceLimitFactor = 1.0
961
962 ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
963 ;; Maximum length of notecard line read
964 ;; Increasing this to large values potentially opens
965 ;; up the system to malicious scripters
966 ; NotecardLineReadCharsMax = 255
967
968 ;# {SensorMaxRange} {} {Sensor range} {} 96.0
969 ;; Sensor settings
970 ; SensorMaxRange = 96.0
971 ;# {SensorMaxResults} {} {Max sensor results returned?} {}
972 ; SensorMaxResults = 16
973
974 ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
975 ;; Disable underground movement of prims (default true); set to
976 ;; false to allow script controlled underground positioning of
977 ;; prims
978 ; DisableUndergroundMovement = true
979
980 ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
981 ;; Path to script engine assemblies
982 ;; Default is ./bin/ScriptEngines
983 ; ScriptEnginesPath = "ScriptEngines"
984
985[OSSL]
986 ;# {Include-osslEnable} {} {Include file for enabling and permissions for OSSL functions} {}
987 ;; Optionally include file to enable OSSL functions and set permissions on who can use which.
988 ;; If this INI file is not included, the OSSL functions are disabled.
989 Include-osslEnable = "config-include/osslEnable.ini"
990
991
992[MRM]
993 ;; Enables the Mini Region Modules Script Engine.
994 ; Enabled = false
995
996 ;; Runs MRM in a Security Sandbox
997 ;; WARNING: DISABLING IS A SECURITY RISK.
998 ; Sandboxed = true
999
1000 ;; The level sandbox to use, adjust at your OWN RISK.
1001 ;; Valid values are:
1002 ;; * FullTrust
1003 ;; * SkipVerification
1004 ;; * Execution
1005 ;; * Nothing
1006 ;; * LocalIntranet
1007 ;; * Internet
1008 ;; * Everything
1009 ; SandboxLevel = "Internet"
1010
1011 ;; Only allow Region Owners to run MRMs
1012 ;; May represent a security risk if you disable this.
1013 ; OwnerOnly = true
1014
1015
1016[FreeSwitchVoice]
1017 ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
1018 ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
1019 ; Enabled = false
1020
1021 ;; You need to load a local service for a standalone, and a remote service
1022 ;; for a grid region. Use one of the lines below, as appropriate
1023 ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
1024 ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
1025 ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
1026
1027 ;; If using a remote connector, specify the server URL
1028 ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
1029
1030
1031[Groups]
1032 ;# {Enabled} {} {Enable groups?} {true false} false
1033 ;; Enables the groups module
1034 Enabled = true
1035
1036 ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
1037 ;; Minimum user level required to create groups
1038 LevelGroupCreate = 0
1039
1040 ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
1041 ;; The default module can use a PHP XmlRpc server from the Flotsam project at
1042 ;; http://code.google.com/p/flotsam/
1043 ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
1044 ; Module = Default
1045 ;; or... use Groups Module V2, which works for standalones and robust grids
1046 Module = "Groups Module V2"
1047
1048 ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
1049 StorageProvider = OpenSim.Data.MySQL.dll
1050
1051 ;# {ServicesConnectorModule} {Module:GroupsModule Module:Groups Module V2} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector "Groups Local Service Connector" "Groups Remote Service Connector" "Groups HG Service Connector"} XmlRpcGroupsServicesConnector
1052 ;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
1053 ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
1054 ;; -- for Simian Groups use SimianGroupsServicesConnector
1055 ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
1056 ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
1057 ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
1058 ;; Note that the quotes "" around the words are important!
1059 ServicesConnectorModule = "Groups HG Service Connector"
1060
1061 ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
1062 ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
1063 LocalService = remote
1064
1065 ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
1066 ;; Used for V2 in Remote only.
1067 SecretKey = ""
1068
1069 ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
1070 ;; URI for the groups services of this grid
1071 ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
1072 ;; or http://mygridserver.com:82/Grid/ for SimianGrid
1073 ;; or ${Const|BaseURL}:${Const|PrivatePort} for robust, V2
1074 ;; Leave it commented for standalones, V2
1075 GroupsServerURI = "http://login.openvirtuallife.com:8003"
1076
1077 ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
1078 ;; Used for V2 in HG only. For example
1079 ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
1080 ;; If you have this set under [Startup], no need to set it here, leave it commented
1081 HomeURI = "http://login.openvirtuallife.com:8002"
1082
1083 ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
1084 MessagingEnabled = true
1085
1086 ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
1087 ; MessagingModule = GroupsMessagingModule
1088 ; or use "Groups Messaging Module V2" for Groups V2
1089 MessagingModule = "Groups Messaging Module V2"
1090
1091 ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
1092 ;; Enable Group Notices
1093 NoticesEnabled = true
1094
1095 ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
1096 ; Experimental option to only message online users rather than all users
1097 ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
1098 ; Applies Flotsam Group only. V2 has this always on, no other option
1099 ; MessageOnlineUsersOnly = false
1100
1101 ;; This makes the Group module very chatty on the console.
1102 ; DebugEnabled = false
1103
1104 ; This makes the Group Messaging module very chatty on the console.
1105 ; DebugMessagingEnabled = false
1106
1107 ;; XmlRpc Security settings. These must match those set on your backend
1108 ;; groups service if the service is using these keys
1109 ; XmlRpcServiceReadKey = 1234
1110 ; XmlRpcServiceWriteKey = 1234
1111
1112
1113[InterestManagement]
1114 ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
1115 ;; This section controls how state updates are prioritized for each client
1116 ;; Valid values are BestAvatarResponsiveness, Time, Distance,
1117 ;; SimpleAngularDistance, FrontBack
1118 ; UpdatePrioritizationScheme = BestAvatarResponsiveness
1119
1120
1121[MediaOnAPrim]
1122 ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
1123 ;; Enable media on a prim facilities
1124 ; Enabled = true;
1125
1126
1127[NPC]
1128 ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
1129 ; Enabled = false
1130
1131 ;; several options to control NPCs creation
1132
1133 ;; allow NPCs to be created not Owned {true false} default: true
1134 ; AllowNotOwned = false
1135
1136 ;; allow NPCs to set to be sensed as Avatars {true false} default: true
1137 ; AllowSenseAsAvatar = false
1138
1139 ;; allow NPCs to created cloning any avatar in region {true false} default: true
1140 ; AllowCloneOtherAvatars = false
1141
1142 ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
1143 ; NoNPCGroup = false
1144
1145
1146[Terrain]
1147 ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
1148 InitialTerrain = "flat"
1149
1150[LandManagement]
1151 ;; set this to false to not display parcel ban lines
1152 ;ShowParcelBansLines = true
1153
1154[UserProfiles]
1155 ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
1156 ;; Set the value of the url to your UserProfilesService
1157 ;; If un-set / "" the module is disabled
1158 ProfileServiceURL = http://login.openvirtuallife.com:${Const|PublicPort}
1159
1160[XBakes]
1161 ;# {URL} {} {Set URL for Baked texture service} {}
1162 ;; Sets the URL for the baked texture ROBUST service.
1163 ;; Disabled when unset.
1164 ;; URL = ${Const|BaseURL}:${Const|PrivatePort}
1165
1166;;
1167;; Optional module to highlight God names in the viewer.
1168;; Uncomment and customize appropriately if you want this behavior.
1169;;
1170;[GodNames]
1171; Enabled = false
1172; FullNames = "Test User, Foo Bar"
1173; Surnames = "Kryztlsk"
1174
1175[Architecture]
1176 ;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini
1177 ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
1178 ;; uncomment Include-Architecture = "config-include/Standalone.ini"
1179 ;;
1180 ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
1181 ;; that the referenced .ini file goes on to include.
1182 ;;
1183 ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
1184 ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
1185 ;; editing it to set the database and backend services that OpenSim will use.
1186 ;;
1187 ; Include-Architecture = "config-include/Standalone.ini"
1188 ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
1189 ; Include-Architecture = "config-include/Grid.ini"
1190 Include-Architecture = "config-include/GridHypergrid.ini"
1191 ; Include-Architecture = "config-include/SimianGrid.ini"
1192 ; Include-Architecture = "config-include/HyperSimianGrid.ini"