· 7 years ago · Oct 04, 2018, 07:40 AM
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 ;# {BaseHostname} {} {BaseHostname} {"example.com" "127.0.0.1"} "127.0.0.1"
56 BaseHostname = "oasis.ravensnesthc.com"
57
58 ;# {BaseURL} {} {BaseURL} {"http://${Const|BaseHostname}} "http://${Const|BaseHostname}"
59 BaseURL = http://${Const|BaseHostname}
60
61 ;# {PublicPort} {} {PublicPort} {8002 9000} "8002"
62 PublicPort = "8002"
63
64 ;# {PrivatePort} {} {PrivatePort} {8003} "8003"
65 ; port to access private grid services.
66 ; grids that run all their regions should deny access to this port
67 ; from outside their networks, using firewalls
68 PrivatePort = "8003"
69
70 jOpensimURL = "https://oasis.ravensnesthc.com"
71
72[Startup]
73 ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
74 ;; Console prompt
75 ;; Certain special characters can be used to customize the prompt
76 ;; Currently, these are
77 ;; \R - substitute region name
78 ;; \\ - substitute \
79 ; ConsolePrompt = "Region (\R) "
80
81 ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
82 ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
83 ; ConsoleHistoryFileEnabled = true
84
85 ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
86 ;; The history file can be just a filename (relative to OpenSim's bin/ directory
87 ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
88 ; ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
89
90 ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
91 ;; How many lines of command history should we keep? (default is 100)
92 ; ConsoleHistoryFileLines = 100
93
94 ;# {save_crashes} {} {Save crashes to disk?} {true false} false
95 ;; Set this to true if you want to log crashes to disk
96 ;; this can be useful when submitting bug reports.
97 ;; However, this will only log crashes within OpenSimulator that cause the
98 ;; entire program to exit
99 ;; It will not log crashes caused by virtual machine failures, which
100 ;; includes mono and ODE failures.
101 ;; You will need to capture these native stack traces by recording the
102 ;; session log itself.
103 ; save_crashes = false
104
105 ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
106 ;; Directory to save crashes to if above is enabled
107 ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
108 ; crash_dir = "crashes"
109
110 ;# {PIDFile} {} {Path to PID file?} {}
111 ;; Place to create a PID file
112 ; PIDFile = "/tmp/OpenSim.exe.pid"
113
114 ;# {RegistryLocation} {} {Addins Registry Location} {}
115 ; Set path to directory for addin registry if you want addins outside of bin.
116 ; Information about the registered repositories and installed plugins will
117 ; be stored here. The OpenSim.exe process must have R/W access to the location.
118 ; RegistryLocation = "."
119
120 ;# {ConfigDirectory} {} {Set path to directory for modular ini files} {}
121 ; Used by region module addins. You can set this to outside bin, so that addin
122 ; configurations will survive updates. The OpenSim.exe process must have R/W access
123 ; to the location.
124 ; ConfigDirectory = "."
125
126 ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
127 ;; Determine where OpenSimulator looks for the files which tell it
128 ;; which regions to server
129 ;; Default is "filesystem"
130 ; region_info_source = "filesystem"
131 ; region_info_source = "web"
132
133 ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
134 ;; Determines where the region XML files are stored if you are loading
135 ;; these from the filesystem.
136 ;; Defaults to bin/Regions in your OpenSimulator installation directory
137 ; regionload_regionsdir="C:\somewhere\xmlfiles\"
138
139 ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
140 ;; Determines the page from which regions xml is retrieved if you are
141 ;; loading these from the web.
142 ;; The XML here has the same format as it does on the filesystem
143 ;; (including the <Root> tag), except that everything is also enclosed
144 ;; in a <Regions> tag.
145 ; regionload_webserver_url = "http://example.com/regions.xml"
146
147 ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
148 ;; Allow the simulator to start up if there are no region configuration available
149 ;; from the selected region_info_source.
150 ; allow_regionless = false
151
152 ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
153 ;; Minimum size for non-physical prims. Affects resizing of existing
154 ;; prims. This can be overridden in the region config file (as
155 ;; NonPhysicalPrimMin!).
156 ; NonPhysicalPrimMin = 0.001
157
158 ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
159 ;; Maximum size for non-physical prims. Affects resizing of existing
160 ;; prims. This can be overridden in the region config file (as
161 ;; NonPhysicalPrimMax!).
162 ; NonPhysicalPrimMax = 256
163
164 ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
165 ;; Minimum size where a prim can be physical. Affects resizing of
166 ;; existing prims. This can be overridden in the region config file.
167 ; PhysicalPrimMin = 0.01
168
169 ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
170 ;; Maximum size where a prim can be physical. Affects resizing of
171 ;; existing prims. This can be overridden in the region config file.
172 ; PhysicalPrimMax = 64
173
174 ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
175 ;; If a viewer attempts to rez a prim larger than the non-physical or
176 ;; physical prim max, clamp the dimensions to the appropriate maximum
177 ;; This can be overridden in the region config file.
178 ; ClampPrimSize = false
179
180 ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
181 ;; Maximum number of prims allowable in a linkset. Affects creating new
182 ;; linksets. Ignored if less than or equal to zero.
183 ;; This can be overridden in the region config file.
184 ; LinksetPrims = 0
185
186 ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
187 ;; Allow scripts to keep running when they cross region boundaries, rather
188 ;; than being restarted. State is reloaded on the destination region.
189 ;; This only applies when crossing to a region running in a different
190 ;; simulator.
191 ;; For crossings where the regions are on the same simulator the script is
192 ;; always kept running.
193 ; AllowScriptCrossing = true
194
195 ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
196 ;; Allow compiled script binary code to cross region boundaries.
197 ;; If you set this to "true", any region that can teleport to you can
198 ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
199 ;; YOU HAVE BEEN WARNED!!!
200 ; TrustBinaries = false
201
202 ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
203 ;; If you have only one region in an instance, or to avoid the many bugs
204 ;; that you can trigger in modules by restarting a region, set this to
205 ;; true to make the entire instance exit instead of restarting the region.
206 ;; This is meant to be used on systems where some external system like
207 ;; Monit will restart any instance that exits, thereby making the shutdown
208 ;; into a restart.
209 ; InworldRestartShutsDown = false
210
211 ;; Persistence of changed objects happens during regular sweeps. The
212 ;; following control that behaviour to prevent frequently changing objects
213 ;; from heavily loading the region data store.
214 ;; If both of these values are set to zero then persistence of all changed
215 ;; objects will happen on every sweep.
216
217 ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
218 ;; Objects will be considered for persistance in the next sweep when they
219 ;; have not changed for this number of seconds.
220 ; MinimumTimeBeforePersistenceConsidered = 60
221
222 ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
223 ;; Objects will always be considered for persistance in the next sweep
224 ;; if the first change occurred this number of seconds ago.
225 ; MaximumTimeBeforePersistenceConsidered = 600
226
227 ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
228 ;; if you would like to allow prims to be physical and move by physics
229 ;; with the physical checkbox in the client set this to true.
230 ; physical_prim = true
231
232 ;; Select a mesher here.
233 ;;
234 ;; Meshmerizer properly handles complex prims by using triangle meshes.
235 ;; Note that only the ODE physics engine currently deals with meshed
236 ;; prims in a satisfactory way.
237
238 ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
239 ;; ZeroMesher is faster but leaves the physics engine to model the mesh
240 ;; using the basic shapes that it supports.
241 ;; Usually this is only a box.
242 ;; Default is Meshmerizer
243 ; meshing = Meshmerizer
244 ; meshing = ZeroMesher
245 ;; select ubODEMeshmerizer only with ubOde physics engine
246 ; meshing = ubODEMeshmerizer
247
248 ;; Choose one of the physics engines below
249 ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
250 ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
251 ;; BulletSim supports varregions.
252 ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
253 ;; It continues to provide a workable physics implementation. It does not currently support varregions.
254 ;; basicphysics effectively does not model physics at all, making all objects phantom.
255 ;; Default is BulletSim
256 ; physics = OpenDynamicsEngine
257 ; physics = BulletSim
258 ; physics = basicphysics
259 ; physics = POS
260 ;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
261 ; physics = ubODE
262
263 ; ubODE and OpenDynamicsEngine does allocate a lot of memory on stack. On linux you may need to increase its limit
264 ; script opensim-ode-sh starts opensim setting that limit. You may need to increase it even more on large regions
265 ; edit the line ulimit -s 262144, and change this last value
266
267 ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
268 ;; Default script engine to use. Currently, we only have XEngine
269 ; DefaultScriptEngine = "XEngine"
270
271 ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
272 ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
273 ;; required
274 ; HttpProxy = "http://proxy.com:8080"
275
276 ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
277 ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
278 ;; list of regular expressions for URLs that you don't want to go through
279 ;; the proxy.
280 ;; For example, servers inside your firewall.
281 ;; Separate patterns with a ';'
282 ; HttpProxyExceptions = ".mydomain.com;localhost"
283
284 ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
285 ;; The email module requires some configuration. It needs an SMTP
286 ;; server to send mail through.
287 ; emailmodule = DefaultEmailModule
288
289 ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
290 ;; SpawnPointRouting adjusts the landing for incoming avatars.
291 ;; "closest" will place the avatar at the SpawnPoint located in the closest
292 ;; available spot to the destination (typically map click/landmark).
293 ;; "random" will place the avatar on a randomly selected spawnpoint.
294 ;; "sequence" will place the avatar on the next sequential SpawnPoint.
295 ; SpawnPointRouting = closest
296
297 ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
298 ;; TelehubAllowLandmark allows users with landmarks to override telehub
299 ;; routing and land at the landmark coordinates when set to true
300 ;; default is false
301 ; TelehubAllowLandmark = false
302
303
304[AccessControl]
305 ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
306 ;; Bar (|) separated list of viewers which may gain access to the regions.
307 ;; One can use a substring of the viewer name to enable only certain
308 ;; versions
309 ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
310 ;; - "Imprudence" has access
311 ;; - "Imprudence 1.3" has access
312 ;; - "Imprudence 1.3.1" has no access
313 ; AllowedClients = ""
314
315 ;# {DeniedClients} {} {Bar (|) separated list of denied clients} {}
316 ;; Bar (|) separated list of viewers which may not gain access to the regions.
317 ;; One can use a Substring of the viewer name to disable only certain
318 ;; versions
319 ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
320 ;; - "Imprudence" has no access
321 ;; - "Imprudence 1.3" has no access
322 ;; - "Imprudence 1.3.1" has access
323 ;;
324 ; DeniedClients = ""
325
326
327[Map]
328 ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
329 ;; Map tile options.
330 ;; If true, then maptiles are generated using the MapImageModule below.
331 ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
332 ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
333 ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
334 ; GenerateMaptiles = true
335
336 ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
337 ;; The module to use in order to generate map images.
338 ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
339 ;; generate better images.
340 ;MapImageModule = "MapImageModule"
341
342 ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
343 ;; If desired, a running region can update the map tiles periodically
344 ;; to reflect building activity. This names no sense of you don't have
345 ;; prims on maptiles. Value is in seconds.
346 ; MaptileRefresh = 0
347
348 ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
349 ;; If not generating maptiles, use this static texture asset ID
350 ;; This may be overridden on a per region basis in Regions.ini
351 ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
352
353 ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
354 ;; Use terrain texture for maptiles if true, use shaded green if false
355 ; TextureOnMapTile = true
356
357 ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
358 ;; Draw objects on maptile. This step might take a long time if you've
359 ;; got a large number of objects, so you can turn it off here if you'd like.
360 ; DrawPrimOnMapTile = true
361
362 ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
363 ;; Texture the faces of the prims that are rendered on the map tiles.
364 ; TexturePrims = true
365
366 ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
367 ;; Only texture prims that have a diagonal size greater than this number
368 ; TexturePrimSize = 48
369
370 ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
371 ;; Attempt to render meshes and sculpties on the map.
372 ; RenderMeshes = false
373
374 ;# {MapColorWater} {} {Water color for textured and shaded maps} {"#1D475F"}
375 ; MapColorWater = "#3399FF"
376
377 ;# {MapColor1} {} {Terrain color 1 for textured maps} {"#A58976"}
378 ; MapColor1 = "#A58976"
379
380 ;# {MapColor2} {} {Terrain color 2 for textured maps} {"#455931"}
381 ; MapColor2 = "#455931"
382
383 ;# {MapColor3} {} {Terrain color 3 for textured maps} {"#A29A8D"}
384 ; MapColor3 = "#A29A8D"
385
386 ;# {MapColor4} {} {Terrain color 4 for textured maps} {"#C8C8C8"}
387 ; MapColor4 = "#C8C8C8"
388
389
390[Permissions]
391 ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
392 ;; Permission modules to use, separated by comma.
393 ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
394 ; permissionmodules = DefaultPermissionsModule
395
396 ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
397 ;; These are the parameters for the default permissions module
398 ;;
399 ;; If set to false, then, in theory, the server never carries out
400 ;; permission checks (allowing anybody to copy
401 ;; any item, etc. This may not yet be implemented uniformally.
402 ;; If set to true, then all permissions checks are carried out
403 ; serverside_object_permissions = true
404
405 ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
406 ;; This allows users with a UserLevel of 200 or more to assume god
407 ;; powers in the regions in this simulator.
408 ; allow_grid_gods = false
409
410 ;; This allows some control over permissions
411 ;; please note that this still doesn't duplicate SL, and is not intended to
412 ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
413 ;; Allow region owners to assume god powers in their regions
414 ; region_owner_is_god = true
415
416 ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
417 ;; Allow region managers to assume god powers in regions they manage
418 ; region_manager_is_god = false
419
420 ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
421 ;; More control over permissions
422 ;; This is definitely not SL!
423 ;; Provides a simple control for land owners to give build rights to
424 ;; specific avatars in publicly accessible parcels that disallow object
425 ;; creation in general.
426 ;; Owners specific avatars by adding them to the Access List of the parcel
427 ;; without having to use the Groups feature
428 ; simple_build_permissions = false
429
430
431[Estates]
432 ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
433 ; If these values are uncommented then they will be used to create a default estate as necessary.
434 ; New regions will be automatically assigned to that default estate.
435
436 ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
437 ;; Name for the default estate
438 ; DefaultEstateName = My Estate
439
440 ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
441 ;; Name for default estate owner
442 ; DefaultEstateOwnerName = FirstName LastName
443
444
445 ; ** Standalone Estate Settings **
446 ; The following parameters will only be used on a standalone system to
447 ; create an estate owner that does not already exist
448
449 ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
450 ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
451 ;; UUID will be assigned. This is normally what you want
452 ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
453
454 ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
455 ;; Email address for the default estate owner
456 ; DefaultEstateOwnerEMail = owner@domain.com
457
458 ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
459 ;; Password for the default estate owner
460 ; DefaultEstateOwnerPassword = password
461
462
463[SMTP]
464 ;; The SMTP server enabled the email module to send email to external
465 ;; destinations.
466
467 ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
468 ;; Enable sending email via SMTP
469 ; enabled = false
470
471 ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
472 ; internal_object_host = lsl.opensim.local
473
474 ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
475 ; host_domain_header_from = "127.0.0.1"
476
477 ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
478 ; email_pause_time = 20
479
480 ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
481 ; email_max_size = 4096
482
483 ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
484 ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
485
486 ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
487 ; SMTP_SERVER_PORT = 25
488
489 ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
490 ; SMTP_SERVER_LOGIN = ""
491
492 ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
493 ; SMTP_SERVER_PASSWORD = ""
494
495
496[Network]
497 ;# {ConsoleUser} {} {User name for console account} {}
498 ;; Configure the remote console user here. This will not actually be used
499 ;; unless you use -console=rest at startup.
500 ; ConsoleUser = "Test"
501 ;# {ConsolePass} {} {Password for console account} {}
502 ; ConsolePass = "secret"
503 ;# {console_port} {} {Port for console connections} {} 0
504 ; console_port = 0
505
506 ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
507 ;; Simulator HTTP port. This is not the region port, but the port the
508 ;; entire simulator listens on. This port uses the TCP protocol, while
509 ;; the region ports use UDP.
510 ; http_listener_port = 9000
511
512 ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
513 ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
514 ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
515 ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
516 ;
517 ; You can whitelist individual endpoints by IP or FQDN, e.g.
518 ;
519 ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
520 ;
521 ; You can specify multiple addresses by separating them with a bar. For example,
522 ;
523 ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
524 ;
525 ; If an address if given without a port number then port 80 is assumed
526 ;
527 ; You can also specify a network range in CIDR notation to whitelist, e.g.
528 ;
529 ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
530 ;
531 ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
532 ; To specify an individual IP address use the /32 netmask
533 ;
534 ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
535 ;
536 ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation
537
538 ;# {HttpBodyMaxLenMAX} {} {Maximum bytes allowed for HTTP_BODY_MAXLENGTH} {} 16384
539 ;; By default, llHTTPRequest limits the response body to 2048 bytes.
540 ;; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum
541 ;; of HttpBodyMaxLenMAX bytes.
542 ;; Please be aware that the limit can be set to insanely high values,
543 ;; effectively removing any limitation. This will expose your sim to a
544 ;; known attack. It is not recommended to set this limit higher than
545 ;; the highest value that is actually needed by existing applications!
546 ;; 16384 is the SL compatible value.
547 ; HttpBodyMaxLenMAX=16384
548
549 ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
550 ;; Hostname to use in llRequestURL/llRequestSecureURL
551 ;; if not defined - llRequestURL/llRequestSecureURL are disabled
552 ExternalHostNameForLSL = ${Const|BaseHostname}
553
554 ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
555 ;; What is reported as the "X-Secondlife-Shard"
556 ;; Defaults to the user server url if not set
557 ;; The old default is "OpenSim", set here for compatibility
558 ;; The below is not commented for compatibility.
559 shard = "OpenSim"
560
561 ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
562 ;; What is reported as the "User-Agent" when using llHTTPRequest
563 ;; Defaults to not sent if not set here. See the notes section in the wiki
564 ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
565 ;; " (Mozilla Compatible)" to the text where there are problems with a
566 ;; web server
567 ; user_agent = "OpenSim LSL (Mozilla Compatible)"
568
569 ;; The following 3 variables are for HTTP Basic Authentication for the Robust services.
570 ;; Use this if your central services in port 8003 need to be accessible on the Internet
571 ;; but you want to protect them from unauthorized access. The username and password
572 ;; here need to match the ones in the Robust service configuration.
573 ; AuthType = "BasicHttpAuthentication"
574 ; HttpAuthUsername = "some_username"
575 ; HttpAuthPassword = "some_password"
576 ;;
577 ;; Any of these 3 variables above can be overriden in any of the service sections.
578
579
580[XMLRPC]
581 ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
582 ;; If enabled and set to XmlRpcRouterModule, this will post an event,
583 ;; "xmlrpc_uri(string)" to the script concurrently with the first
584 ;; remote_data event. This will contain the fully qualified URI an
585 ;; external site needs to use to send XMLRPC requests to that script
586 ;;
587 ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
588 ;; will be registered with an external service via a configured uri
589 ;XmlRpcRouterModule = "XmlRpcRouterModule"
590
591 ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
592 ;XmlRpcPort = 20800
593
594 ;# {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
595 ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
596 ;; will use this address to register xmlrpc channels on the external
597 ;; service
598 ; XmlRpcHubURI = http://example.com
599
600
601[ClientStack.LindenUDP]
602 ;; See OpensSimDefaults.ini for the throttle options. You can copy the
603 ;; relevant sections and override them here.
604 ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
605 ;; with the next update!
606
607 ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
608 ;; Quash and remove any light properties from attachments not on the
609 ;; hands. This allows flashlights and lanterns to function, but kills
610 ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
611 ;; will also be affected.
612 ;; This is especially important in artistic builds that depend on lights
613 ;; on the build for their appearance, since facelights will cause the
614 ;; building's lights to possibly not be rendered.
615 ; DisableFacelights = "false"
616
617
618[ClientStack.LindenCaps]
619 ;; For the long list of capabilities, see OpenSimDefaults.ini
620 ;; Here are the few ones you may want to change. Possible values
621 ;; are:
622 ;; "" -- empty, capability disabled
623 ;; "localhost" -- capability enabled and served by the simulator
624 ;; "<url>" -- capability enabled and served by some other server
625 ;;
626 ; These are enabled by default to localhost. Change if you see fit.
627 Cap_GetTexture = "localhost"
628 Cap_GetMesh = "localhost"
629 Cap_AvatarPickerSearch = "localhost"
630 Cap_GetDisplayNames = "localhost"
631
632
633[SimulatorFeatures]
634 ;# {SearchServerURI} {} {URL of the search server} {}
635 ;; Optional. If given this serves the same purpose as the grid wide
636 ;; [LoginServices] SearchURL setting and will override that where
637 ;; supported by viewers.
638 ;SearchServerURI = "http://127.0.0.1:9000/"
639
640 ;# {DestinationGuideURI} {} {URL of the destination guide} {}
641 ;; Optional. If given this serves the same purpose as the grid wide
642 ;; [LoginServices] DestinationGuide setting and will override that where
643 ;; supported by viewers.
644 ;DestinationGuideURI = "http://127.0.0.1:9000/guide"
645
646
647[Chat]
648 ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
649 ;; Distance in meters that whispers should travel.
650 ; whisper_distance = 10
651
652 ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
653 ;; Distance in meters that ordinary chat should travel.
654 ; say_distance = 20
655
656 ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
657 ;; Distance in meters that shouts should travel.
658 ; shout_distance = 100
659
660
661[EntityTransfer]
662 ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
663 ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
664 ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
665 ;DisableInterRegionTeleportCancellation = false
666
667 ;# {LandingPointBehavior} {} {How to honor landing points and telehubs for gods.} {LandingPointBehavior_OS LandingPointBehavior_SL} LandingPointBehavior_OS
668 ;; This option exists to control the behavior of teleporting gods into places that have landing points
669 ;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for
670 ;; avatars with god permissions; SL lets gods land wherever they want.
671 ;LandingPointBehavior = LandingPointBehavior_OS
672
673[Messaging]
674 ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
675 ;; Module to handle offline messaging. The core module requires an external
676 ;; web service to do this. See OpenSim wiki.
677 ; OfflineMessageModule = OfflineMessageModule
678 ;; Or, alternatively, use this one, which works for both standalones and grids
679 ; OfflineMessageModule = "Offline Message Module V2"
680 OfflineMessageModule = OfflineMessageModule
681
682 ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
683 ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
684 ; OfflineMessageURL = ${Const|BaseURL}/Offline.php
685 ; OfflineMessageURL = ${Const|BaseURL}:${Const|PrivatePort}
686 OfflineMessageURL = ${Const|jOpensimURL}/components/com_opensim/interface.php
687
688 ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
689 ;; For standalones, this is the storage dll.
690 ; StorageProvider = OpenSim.Data.MySQL.dll
691
692 ; Mute list handler
693 ; the provided MuteListModule is just a Dummy
694 ; you will need a external module for proper suport.
695 ; if you keep both 2 following settings comment, viewers will use mutes in their caches
696 ; if you uncoment both (url is ignored) the mutes will be deleted at login on this instance regions
697 ; WARNING: viewers mutes cache seems to shared by all grids, including SL
698 ; this may cause some confusion.
699
700 ;# {MuteListModule} {MuteListModule:MuteListModule} {} {} None
701 ; MuteListModule = MuteListModule
702 MuteListModule = MuteListModule
703
704 ;# {MuteListURL} {MuteListModule:MuteListModule} {} {} http://yourserver/Mute.php
705 ; MuteListURL = http://yourserver/Mute.php
706 MuteListURL = ${Const|jOpensimURL}/components/com_opensim/interface.php
707
708 ;; Control whether group invites and notices are stored for offline users.
709 ;; Default is true.
710 ;; This applies to both core groups module.
711 ; ForwardOfflineGroupMessages = true
712 ForwardOfflineGroupMessages = true
713
714[BulletSim]
715 ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
716 AvatarToAvatarCollisionsByDefault = true
717
718
719[ODEPhysicsSettings]
720 ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
721 ;; Do we want to mesh sculpted prim to collide like they look?
722 ;; If you are seeing sculpt texture decode problems
723 ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
724 ;; then you might want to try setting this to false.
725 ; mesh_sculpted_prim = true
726
727[RemoteAdmin]
728 ;; This is the remote admin module, which uses XMLRPC requests to
729 ;; manage regions from a web interface.
730
731 ;# {enabled} {} {Enable the remote admin interface?} {true false} false
732 enabled = true
733
734 ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
735 ;; Set this to a nonzero value to have remote admin use a different port
736 port = 8020
737 bind_ip_address = "127.0.0.1"
738
739 ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
740 ;; This password is required to make any XMLRPC call (should be set as
741 ;; the "password" parameter)
742 access_password = "Nathan!924"
743
744 ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
745 ;; List the IP addresses allowed to call RemoteAdmin
746 ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
747 ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
748 ; access_ip_addresses =
749
750 ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
751 ;; set this variable to true if you want the create_region XmlRpc
752 ;; call to unconditionally enable voice on all parcels for a newly
753 ;; created region
754 ; create_region_enable_voice = false
755
756 ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
757 ;; set this variable to false if you want the create_region XmlRpc
758 ;; call to create all regions as private per default (can be
759 ;; overridden in the XmlRpc call)
760 ; create_region_public = false
761
762 ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
763 ;; enable only those methods you deem to be appropriate using a | delimited
764 ;; whitelist.
765 ;; For example:
766 ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
767 ;; if this parameter is not specified but enabled = true, all methods
768 ;; will be available
769 enabled_methods = all
770 ; enabled_methods = admin_broadcast, admin_create_region, admin_get_opensim_version
771
772 ;; specify the default appearance for an avatar created through the remote
773 ;; admin interface
774 ;; This will only take effect is the file specified by the
775 ;; default_appearance setting below exists
776 ; default_male = Default Male
777 ; default_female = Default Female
778
779 ;; Update appearance copies inventory items and wearables of default
780 ;; avatars. if this value is false, just worn assets are copied to the
781 ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
782 ;; The receiver will wear the same items the default avatar did wear.
783 ; copy_folders = false
784
785 ;; Path to default appearance XML file that specifies the look of the
786 ;; default avatars
787 ; default_appearance = default_appearance.xml
788
789
790[Wind]
791 ;# {enabled} {} {Enable wind module?} {true false} true
792 ;; Enables the wind module.
793 ; enabled = true
794
795 ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
796 ;; How often should wind be updated, as a function of world frames.
797 ;; Approximately 50 frames a second
798 ; wind_update_rate = 150
799
800 ;; The Default Wind Plugin to load
801 ; wind_plugin = SimpleRandomWind
802
803 ;; These settings are specific to the ConfigurableWind plugin
804 ;; To use ConfigurableWind as the default, simply change wind_plugin
805 ;; to ConfigurableWind and uncomment the following.
806 ; avg_strength = 5.0
807 ; avg_direction = 0.0
808 ; var_strength = 5.0
809 ; var_direction = 30.0
810 ; rate_change = 1.0
811
812 ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
813 ;; This setting is specific to the SimpleRandomWind plugin
814 ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
815 ; strength = 1.0
816
817
818[LightShare]
819 ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
820 ;; This enables the transmission of Windlight scenes to supporting clients,
821 ;; such as the Meta7 viewer.
822 ;; It has no ill effect on viewers which do not support server-side
823 ;; windlight settings.
824 ; enable_windlight = false
825
826
827[Materials]
828 ;# {enable_materials} {} {Enable Materials support?} {true false} true
829 ;; This enables the use of Materials.
830 ; enable_materials = true
831 ; MaxMaterialsPerTransaction = 50
832
833[DataSnapshot]
834 ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
835 ;; The following set of configs pertains to search.
836 ;; Set index_sims to true to enable search engines to index your
837 ;; searchable data.
838 ;; If false, no data will be exposed, DataSnapshot module will be off,
839 ;; and you can ignore the rest of these search-related configs.
840 index_sims = true
841
842 ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
843 ;; The variable data_exposure controls what the regions expose:
844 ;; minimum: exposes only things explicitly marked for search
845 ;; all: exposes everything
846 ; data_exposure = minimum
847 data_exposure = all
848
849 ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
850 ;; If search is on, change this to your grid name; will be ignored for
851 ;; standalones
852 ; gridname = "OSGrid"
853
854 ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
855 ;; Period between data snapshots, in seconds. 20 minutes, for starters,
856 ;; so that you see the initial changes fast.
857 ;; Later, you may want to increase this to 3600 (1 hour) or more
858 ; default_snapshot_period = 1200
859
860 ;; This will be created in bin, if it doesn't exist already. It will hold
861 ;; the data snapshots.
862 ; snapshot_cache_directory = "DataSnapshot"
863
864 ;; [Supported, but obsolete]
865 ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
866 ; This semicolon-separated string serves to notify specific data services
867 ; about the existence of this sim. Uncomment if you want to index your
868 ; data with this and/or other search providers.
869 ; data_services="http://metaverseink.com/cgi-bin/register.py"
870 data_services="${Const|jOpensimURL}/components/com_opensim/registersearch.php"
871
872 ;; New way of specifying data services, one per service
873 ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
874
875[Economy]
876 ; the economy module in use
877 ; To use other modules you need to override this setting
878 ; economymodule = BetaGridLikeMoneyModule
879
880 ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
881 ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
882 ; There is no intention to implement anything further in core OpenSimulator.
883 ; This functionality has to be provided by third party modules.
884
885 ;; Enables selling things for $0. Default is true.
886 ; SellEnabled = true
887
888 ;# {PriceUpload} {} {Price for uploading?} {} 0
889 ;; Money Unit fee to upload textures, animations etc. Default is 0.
890 ; PriceUpload = 0
891
892 ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
893 ;; Money Unit fee to create groups. Default is 0.
894 ; PriceGroupCreate = 0
895
896
897[XEngine]
898 ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
899 ;; Enable this engine in this OpenSim instance
900 ; Enabled = true
901
902 ;; How many threads to keep alive even if nothing is happening
903 ; MinThreads = 2
904
905 ;; How many threads to start at maximum load
906 ; MaxThreads = 100
907
908 ;; Time a thread must be idle (in seconds) before it dies
909 ; IdleTimeout = 60
910
911 ;; llSetTimerEvent minimum value. Default 0.5s, 0.05s whould be more resonable
912 ; MinTimerInterval = 0.5
913
914 ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
915 ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
916 ;; "Highest")
917 ; Priority = "BelowNormal"
918
919 ;; Maximum number of events to queue for a script (excluding timers)
920 ; MaxScriptEventQueue = 300
921
922 ;; Stack size per script engine thread in bytes.
923 ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
924 ;; The trade-off may be increased memory usage by the script engine.
925 ; ThreadStackSize = 262144
926
927 ;; Set this to true to load each script into a separate
928 ;; AppDomain.
929 ;;
930 ;; Setting this to false will load all script assemblies into the
931 ;; current AppDomain, which will significantly improve script loading times.
932 ;; It will also reduce initial per-script memory overhead.
933 ;;
934 ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
935 ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
936 ;; at this time some mono versions seem to have problems with the true option
937 ;; so default is now false until a fix is found, to simply life of less technical skilled users.
938 ;; this should only be a issue if regions stay alive for a long time with lots of scripts added or edited.
939 AppDomainLoading = false
940
941 ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
942 ;; co-op will be more stable but this option is currently experimental.
943 ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
944 ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
945 ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
946 ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
947 ;; Current valid values are "abort" and "co-op"
948 ; ScriptStopStrategy = co-op
949
950
951 ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
952 ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
953 ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
954 ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
955 ;; by scripts have changed.
956 DeleteScriptsOnStartup = false
957
958 ;# {CompactMemOnLoad} {} {compacts memory on each script load at startup?} {true false} false
959 ;; forces calls to memory garbage collector before loading each script DLL during region startup.
960 ;; Peak memory usage is reduced and region starts with a more compacted memory allocation.
961 ;; But this costs a lot of time, so region load will take a lot longer.
962 ;; it is more usefull if there are no previously compiled scripts DLLs (as with DeleteScriptsOnStartup = true)
963 ;CompactMemOnLoad = false
964
965 ;; Compile debug info (line numbers) into the script assemblies
966 ; CompileWithDebugInformation = true
967
968 ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section
969
970 ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
971 ;; Time a script can spend in an event handler before it is interrupted
972 ; EventLimit = 30
973
974 ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
975 ;; If a script overruns it's event limit, kill the script?
976 ; KillTimedOutScripts = false
977
978 ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
979 ;; Sets the multiplier for the scripting delays
980 ; ScriptDelayFactor = 1.0
981
982 ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
983 ;; The factor the 10 m distances limits are multiplied by
984 ; ScriptDistanceLimitFactor = 1.0
985
986 ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
987 ;; Maximum length of notecard line read
988 ;; Increasing this to large values potentially opens
989 ;; up the system to malicious scripters
990 ; NotecardLineReadCharsMax = 255
991
992 ;# {SensorMaxRange} {} {Sensor range} {} 96.0
993 ;; Sensor settings
994 ; SensorMaxRange = 96.0
995 ;# {SensorMaxResults} {} {Max sensor results returned?} {}
996 ; SensorMaxResults = 16
997
998 ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
999 ;; Disable underground movement of prims (default true); set to
1000 ;; false to allow script controlled underground positioning of
1001 ;; prims
1002 ; DisableUndergroundMovement = true
1003
1004 ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
1005 ;; Path to script engine assemblies
1006 ;; Default is ./bin/ScriptEngines
1007 ; ScriptEnginesPath = "ScriptEngines"
1008
1009[OSSL]
1010 ;# {Include-osslEnable} {} {Include file for enabling and permissions for OSSL functions} {}
1011 ;; Optionally include file to enable OSSL functions and set permissions on who can use which.
1012 ;; If this INI file is not included, the OSSL functions are disabled.
1013 Include-osslEnable = "config-include/osslEnable.ini"
1014
1015
1016[MRM]
1017 ;; Enables the Mini Region Modules Script Engine.
1018 ; Enabled = false
1019
1020 ;; Runs MRM in a Security Sandbox
1021 ;; WARNING: DISABLING IS A SECURITY RISK.
1022 ; Sandboxed = true
1023
1024 ;; The level sandbox to use, adjust at your OWN RISK.
1025 ;; Valid values are:
1026 ;; * FullTrust
1027 ;; * SkipVerification
1028 ;; * Execution
1029 ;; * Nothing
1030 ;; * LocalIntranet
1031 ;; * Internet
1032 ;; * Everything
1033 ; SandboxLevel = "Internet"
1034
1035 ;; Only allow Region Owners to run MRMs
1036 ;; May represent a security risk if you disable this.
1037 ; OwnerOnly = true
1038
1039
1040[FreeSwitchVoice]
1041 ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
1042 ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
1043 ; Enabled = false
1044
1045 ;; You need to load a local service for a standalone, and a remote service
1046 ;; for a grid region. Use one of the lines below, as appropriate
1047 ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
1048 ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
1049 ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
1050
1051 ;; If using a remote connector, specify the server URL
1052 ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
1053
1054
1055
1056[Groups]
1057 ;# {Enabled} {} {Enable groups?} {true false} false
1058 ;; Enables the groups module
1059 Enabled = true
1060
1061 ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
1062 ;; Minimum user level required to create groups
1063 LevelGroupCreate = 0
1064
1065 ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
1066 ;; The default module can use a PHP XmlRpc server from the Flotsam project at
1067 ;; http://code.google.com/p/flotsam/
1068 ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
1069 ; Module = Default
1070 ;; or... use Groups Module V2, which works for standalones and robust grids
1071 ; Module = "Groups Module V2"
1072 Module = GroupsModule
1073
1074 ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
1075 StorageProvider = OpenSim.Data.MySQL.dll
1076
1077 ;# {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
1078 ;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
1079 ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
1080 ;; -- for Simian Groups use SimianGroupsServicesConnector
1081 ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
1082 ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
1083 ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
1084 ;; Note that the quotes "" around the words are important!
1085 ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
1086 ServicesConnectorModule = XmlRpcGroupsServicesConnector
1087
1088 ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
1089 ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
1090 LocalService = local
1091
1092 ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
1093 ;; Used for V2 in Remote only.
1094 ; SecretKey = ""
1095
1096 ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
1097 ;; URI for the groups services of this grid
1098 ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
1099 ;; or http://mygridserver.com:82/Grid/ for SimianGrid
1100 ;; or ${Const|BaseURL}:${Const|PrivatePort} for robust, V2
1101 ;; Leave it commented for standalones, V2
1102 ; GroupsServerURI = ""
1103 GroupsServerURI = "${Const|jOpensimURL}/components/com_opensim/interface.php"
1104
1105 ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
1106 ;; Used for V2 in HG only. For example
1107 ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
1108 ;; If you have this set under [Startup], no need to set it here, leave it commented
1109 ; HomeURI = ""
1110
1111 ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
1112 MessagingEnabled = true
1113
1114 ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
1115 ; MessagingModule = GroupsMessagingModule
1116 ; or use "Groups Messaging Module V2" for Groups V2
1117 ; MessagingModule = "Groups Messaging Module V2"
1118 MessagingModule = GroupsMessagingModule
1119
1120 ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
1121 ;; Enable Group Notices
1122 ; NoticesEnabled = true
1123 NoticesEnabled = true
1124
1125 ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
1126 ; Experimental option to only message online users rather than all users
1127 ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
1128 ; Applies Flotsam Group only. V2 has this always on, no other option
1129 ; MessageOnlineUsersOnly = false
1130
1131 ;; This makes the Group module very chatty on the console.
1132 DebugEnabled = false
1133
1134 ; This makes the Group Messaging module very chatty on the console.
1135 ; DebugMessagingEnabled = false
1136
1137 ;; XmlRpc Security settings. These must match those set on your backend
1138 ;; groups service if the service is using these keys
1139 XmlRpcServiceReadKey = 1234
1140 XmlRpcServiceWriteKey = 4321
1141
1142
1143[InterestManagement]
1144 ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
1145 ;; This section controls how state updates are prioritized for each client
1146 ;; Valid values are BestAvatarResponsiveness, Time, Distance,
1147 ;; SimpleAngularDistance, FrontBack
1148 ; UpdatePrioritizationScheme = BestAvatarResponsiveness
1149
1150 ; TEST OPTION KEEP AS FALSE
1151 ; if true, don't send object updates if outside view range
1152 ; ObjectsCullingByDistance = false
1153
1154[MediaOnAPrim]
1155 ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
1156 ;; Enable media on a prim facilities
1157 Enabled = true
1158
1159
1160[NPC]
1161 ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
1162 Enabled = true
1163
1164 ;; several options to control NPCs creation
1165
1166 ;# {AllowNotOwned} {} {allow NPCs to be created not Owned} {true false} true
1167 ;; allow NPCs to be created not Owned {true false} default: true
1168 AllowNotOwned = true
1169
1170 ;# {AllowSenseAsAvatar} {} {allow NPCs to set to be sensed as Avatars} {true false} true
1171 ;; allow NPCs to set to be sensed as Avatars {true false} default: true
1172 AllowSenseAsAvatar = true
1173
1174 ;# {AllowCloneOtherAvatars} {} {allow NPCs to created cloning any avatar in region} {true false} true
1175 ;; allow NPCs to created cloning any avatar in region {true false} default: true
1176 AllowCloneOtherAvatars = true
1177
1178 ;# {NoNPCGroup} {} {if true NPCs will have no group title, if false display "- NPC -"} {true false} true
1179 ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
1180 ; NoNPCGroup = true
1181
1182
1183[Terrain]
1184 ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
1185 InitialTerrain = "pinhead-island"
1186
1187[LandManagement]
1188 ;; set this to false to not display parcel ban lines
1189 ShowParcelBansLines = true
1190
1191[UserProfiles]
1192 ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
1193 ;; Set the value of the url to your UserProfilesService
1194 ;; If un-set / "" the module is disabled
1195 ; ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}
1196
1197 ;# {AllowUserProfileWebURLs} {} {allow user profiles web urls} {true false} true
1198 ;; set this to false to prevent your users to be sent to unknown
1199 ;; web sites by other users on their profiles
1200 AllowUserProfileWebURLs = true
1201
1202[XBakes]
1203 ;# {URL} {} {Set URL for Baked texture service} {}
1204 ;; Sets the URL for the baked texture ROBUST service.
1205 ;; Disabled when unset.
1206 ;; URL = ${Const|BaseURL}:${Const|PrivatePort}
1207
1208;;
1209;; Optional module to highlight God names in the viewer.
1210;; Uncomment and customize appropriately if you want this behavior.
1211;;
1212;[GodNames]
1213; Enabled = false
1214; FullNames = "Test User, Foo Bar"
1215; Surnames = "Kryztlsk"
1216
1217[Search]
1218
1219 SearchURL = ${Const|jOpensimURL}/components/com_opensim/interface.php
1220 searchPeople = false ; in case your people search returns double results
1221 DebugMode = true
1222
1223
1224
1225[Architecture]
1226 ;# {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
1227 ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
1228 ;; uncomment Include-Architecture = "config-include/Standalone.ini"
1229 ;;
1230 ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
1231 ;; that the referenced .ini file goes on to include.
1232 ;;
1233 ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
1234 ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
1235 ;; editing it to set the database and backend services that OpenSim will use.
1236 ;;
1237 ;Include-Architecture = "config-include/Standalone.ini"
1238 ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
1239 ; Include-Architecture = "config-include/Grid.ini"
1240 Include-Architecture = "config-include/GridHypergrid.ini"
1241 ; Include-Architecture = "config-include/SimianGrid.ini"
1242 ; Include-Architecture = "config-include/HyperSimianGrid.ini"