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+ | ===== opensim.ini ===== | ||
+ | Die Datei opensim.ini ist die zentrale Konfigurationsdatei von OpenSIM. In dieser Datei können mit einem normalen ASCII-Texteditor alle wichtigen Einstellungen vorgenommen werden. Zum editieren dieser Datei darf aber keinesfalls ein Programm wie " | ||
+ | |||
+ | Nach Änderungen in der Konfigurationsdatei muss der OpenSIM-Server neu gestartet werden, da die Konfigurationsdatei nur 1x beim starten des Servers eingelesen wird. | ||
+ | |||
+ | ==== Konfigurations-Einträge ==== | ||
+ | |||
+ | Eine detaillierte Liste aller möglichen Konfigurationseinträge in der opensim.ini gibt es auf der [[http:// | ||
+ | |||
+ | ==== Empfohlene Konfigurations-Werte (für Standalone-Modus mit mySQL Datenbank) ==== | ||
+ | |||
+ | < | ||
+ | ; ## OPENSIM SETUP FOR STANDALONE MODE | ||
+ | ; ## used for Sim 1 at OpenSIM | ||
+ | ; ## created by Mike, S-NetworkX | ||
+ | |||
+ | [Startup] | ||
+ | ; Set this to true if you want to log crashes to disk | ||
+ | ; this can be useful when submitting bug reports. | ||
+ | save_crashes = false | ||
+ | |||
+ | ; Directory to save crashes to if above is enabled | ||
+ | ; (eg default is / | ||
+ | crash_dir = " | ||
+ | |||
+ | ; Http proxy support for llHTTPRequest and dynamic texture loading | ||
+ | ; Set HttpProxy to the URL for your proxy server if you would like | ||
+ | ; to proxy llHTTPRequests through a firewall | ||
+ | ; HttpProxy = "" | ||
+ | ; Set HttpProxyExceptions to a list of regular expressions for | ||
+ | ; URLs that you don't want going through the proxy such as servers | ||
+ | ; inside your firewall, separate patterns with a ';' | ||
+ | ; HttpProxyExceptions = " | ||
+ | |||
+ | ; Set this to true if you are connecting your OpenSimulator regions to a grid | ||
+ | ; Set this to false if you are running OpenSimulator in standalone mode | ||
+ | gridmode = false | ||
+ | |||
+ | startup_console_commands_file = " | ||
+ | shutdown_console_commands_file = " | ||
+ | |||
+ | ; To run a script every few minutes, set the script filename here | ||
+ | ; timer_Script = " | ||
+ | |||
+ | ; ## | ||
+ | ; ## CLIENTS | ||
+ | ; ## | ||
+ | |||
+ | ; Enables EventQueueGet Service. | ||
+ | EventQueue = true | ||
+ | |||
+ | ; Set this to the DLL containig the client stack to use. | ||
+ | clientstack_plugin=" | ||
+ | |||
+ | ; ## | ||
+ | ; ## REGIONS | ||
+ | ; ## | ||
+ | |||
+ | ; Determine where OpenSimulator looks for the files which tell it which regions to server | ||
+ | ; Defaults to " | ||
+ | region_info_source = " | ||
+ | ; region_info_source = " | ||
+ | |||
+ | ; Determines where the region XML files are stored if you are loading these from the filesystem. | ||
+ | ; Defaults to bin/Regions in your OpenSimulator installation directory | ||
+ | ; regionload_regionsdir=" | ||
+ | |||
+ | ; Determines the page from which regions xml is retrieved if you are loading these from the web | ||
+ | ; The XML here has the same format as it does on the filesystem (including the < | ||
+ | ; except that everything is also enclosed in a < | ||
+ | ; regionload_webserver_url = " | ||
+ | |||
+ | ; Draw objects on maptile. | ||
+ | ; objects, so you can turn it off here if you'd like. | ||
+ | DrawPrimOnMapTile = true | ||
+ | ; Use terrain texture for maptiles if true, use shaded green if false | ||
+ | TextureOnMapTile = true | ||
+ | |||
+ | ; Maximum total size, and maximum size where a prim can be physical | ||
+ | NonPhysicalPrimMax = 256 | ||
+ | PhysicalPrimMax = 10 | ||
+ | ClampPrimSize = false | ||
+ | |||
+ | ; Region crossing | ||
+ | AllowScriptCrossing = false | ||
+ | ; If you set this to " | ||
+ | ; inject ARBITRARY BINARY CODE into your system. Use at your own risk. | ||
+ | ; YOU HAVE BEEN WARNED!!! | ||
+ | TrustBinaries = false | ||
+ | |||
+ | ; ## | ||
+ | ; ## STORAGE | ||
+ | ; ## | ||
+ | |||
+ | ; *** Prim Storage - only leave one storage_plugin uncommented *** | ||
+ | ; --- Null stores nothing - effectively disabling persistence: | ||
+ | ; storage_plugin = " | ||
+ | |||
+ | ; --- To use sqlite as region storage: | ||
+ | ; storage_plugin = " | ||
+ | ; storage_connection_string=" | ||
+ | |||
+ | ; --- To use MySQL storage, supply your own connectionstring (this is only an example): | ||
+ | ; note that the supplied account needs create privilegies if you want it to auto-create needed tables. | ||
+ | storage_plugin=" | ||
+ | storage_connection_string=" | ||
+ | ; If you want to use a different database/ | ||
+ | ; uncomment and change this connect string. Defaults to the above if not set | ||
+ | ; estate_connection_string=" | ||
+ | |||
+ | ; Select whether you want to use local or grid asset storage. | ||
+ | ; | ||
+ | ; If you're running in standalone, you definitely want local, since there is no grid (hence this is redundant, and should | ||
+ | ; really be eliminated). | ||
+ | ; | ||
+ | ; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the | ||
+ | ; grid asset server. | ||
+ | ; locally. | ||
+ | | ||
+ | ; asset_database can be default, local or grid. This controls where assets (textures, scripts, etc.) are stored for your region | ||
+ | ; | ||
+ | ; If set to default, then | ||
+ | ; In standalone mode the local database based asset service will be used | ||
+ | ; In grid mode the grid asset service will be used for asset storage | ||
+ | ; This is probably the setting that you want. | ||
+ | ; | ||
+ | ; If set to local then the local database based asset service will be used in standalone and grid modes | ||
+ | ; If set to grid then the grid based asset service will be used in standalone and grid modes | ||
+ | ; All other values will cause a search for a matching assembly that contains an asset server client. | ||
+ | ; See also: AssetCache | ||
+ | asset_database = " | ||
+ | |||
+ | ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to | ||
+ | ; prevent frequently changing objects from heavily loading the region data store. | ||
+ | ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep. | ||
+ | ; | ||
+ | ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds | ||
+ | MinimumTimeBeforePersistenceConsidered = 60 | ||
+ | ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago | ||
+ | MaximumTimeBeforePersistenceConsidered = 600 | ||
+ | |||
+ | ; Should avatars in neighbor sims see objects in this sim? | ||
+ | see_into_this_sim_from_neighbor = True | ||
+ | |||
+ | ; ## | ||
+ | ; ## PHYSICS | ||
+ | ; ## | ||
+ | |||
+ | ; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true. | ||
+ | physical_prim = true | ||
+ | |||
+ | ; Select a mesher here. ZeroMesher is save and fast. | ||
+ | ; ZeroMesher also means that the physics engine models the physics of prims | ||
+ | ; sticking to the basic shapes the engine does support. Usually this is only a box. | ||
+ | ; Meshmerizer gives a better handling of complex prims by using triangle meshes. | ||
+ | ; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way | ||
+ | ; | ||
+ | ;meshing = ZeroMesher | ||
+ | meshing = Meshmerizer | ||
+ | |||
+ | ; Choose one of the physics engines below | ||
+ | ; physics = basicphysics | ||
+ | ; physics = POS | ||
+ | physics = OpenDynamicsEngine | ||
+ | ; physics = modified_BulletX | ||
+ | |||
+ | ; ## | ||
+ | ; ## PERMISSIONS | ||
+ | ; ## | ||
+ | |||
+ | ; | ||
+ | |||
+ | ; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy | ||
+ | ; any item, etc. This may not yet be implemented uniformally. | ||
+ | ; If set to true, then all permissions checks are carried out | ||
+ | ; Default is false | ||
+ | serverside_object_permissions = true | ||
+ | |||
+ | allow_grid_gods = false | ||
+ | |||
+ | ; This allows somne control over permissions | ||
+ | ; please note that this still doesn' | ||
+ | ; | ||
+ | ; | ||
+ | |||
+ | ; Control user types that are allowed to create new scripts | ||
+ | ; Only enforced if serviceside_object_permissions is true | ||
+ | ; | ||
+ | ; Current possible values are | ||
+ | ; all - anyone can create scripts (subject to normal permissions) | ||
+ | ; gods - only administrators can create scripts (as long as allow_grid_gods is true) | ||
+ | ; Default value is all | ||
+ | ; allowed_script_creators = all | ||
+ | |||
+ | ; Control user types that are allowed to edit (save) scripts | ||
+ | ; Only enforced if serviceside_object_permissions is true | ||
+ | ; | ||
+ | ; Current possible values are | ||
+ | ; all - anyone can edit scripts (subject to normal permissions) | ||
+ | ; gods - only administrators can edit scripts (as long as allow_grid_gods is true) | ||
+ | ; Default value is all | ||
+ | ; allowed_script_editors = all | ||
+ | |||
+ | ; ## | ||
+ | ; ## SCRIPT ENGINE | ||
+ | ; ## | ||
+ | |||
+ | ; | ||
+ | DefaultScriptEngine = " | ||
+ | |||
+ | ; ## | ||
+ | ; ## WORLD MAP | ||
+ | ; ## | ||
+ | |||
+ | WorldMapModule = " | ||
+ | MapImageModule = " | ||
+ | |||
+ | ; ## | ||
+ | ; ## Customized Cache Implementation | ||
+ | ; ## | ||
+ | ; | ||
+ | ; The AssetCache value allows the name of an alternative caching | ||
+ | ; implementation to be specified. This can normally be omitted. | ||
+ | ; This value corresponds to the provider value associated with the | ||
+ | ; intended cache implementation plugin. | ||
+ | ; See also: asset_database | ||
+ | |||
+ | AssetCache = " | ||
+ | |||
+ | ; ## | ||
+ | ; ## EMAIL MODULE | ||
+ | ; ## | ||
+ | |||
+ | ; | ||
+ | |||
+ | [SMTP] | ||
+ | enabled=false | ||
+ | |||
+ | ; | ||
+ | host_domain_header_from= | ||
+ | SMTP_SERVER_HOSTNAME= | ||
+ | SMTP_SERVER_PORT=25 | ||
+ | SMTP_SERVER_LOGIN= | ||
+ | SMTP_SERVER_PASSWORD= | ||
+ | |||
+ | [Communications] | ||
+ | |||
+ | ; | ||
+ | InterregionComms = " | ||
+ | |||
+ | [StandAlone] | ||
+ | accounts_authenticate = true | ||
+ | welcome_message = " | ||
+ | |||
+ | ; Asset database provider | ||
+ | ; asset_plugin = " | ||
+ | asset_plugin = " | ||
+ | ; asset_plugin = " | ||
+ | |||
+ | ; the Asset DB source. | ||
+ | ; Asset Source SQLite example | ||
+ | ; asset_source = " | ||
+ | ; Asset Source NHibernate example (DIALECT; | ||
+ | ; asset_source = " | ||
+ | ; Asset Source MySQL example | ||
+ | asset_source = "Data Source=localhost; | ||
+ | |||
+ | ; Inventory database provider | ||
+ | ; inventory_plugin = " | ||
+ | inventory_plugin = " | ||
+ | ; inventory_plugin = " | ||
+ | |||
+ | ; Inventory Source NHibernate example (DIALECT; | ||
+ | ; inventory_source = " | ||
+ | ; Inventory Source MySQL example | ||
+ | inventory_source = "Data Source=localhost; | ||
+ | |||
+ | ; User Data Database provider | ||
+ | ; | ||
+ | ; Multiple providers can be specified by separating them with commas (whitespace is unimportant) | ||
+ | ; If multiple providers are specified then if a profile is requested, each is queried until one | ||
+ | ; provides a valid profile, or until all providers have been queried. | ||
+ | ; Unfortunately the order of querying is currently undefined (it may not be the order in which | ||
+ | ; providers are specified here). | ||
+ | ; | ||
+ | ; userDatabase_plugin = " | ||
+ | userDatabase_plugin = " | ||
+ | ; userDatabase_plugin = " | ||
+ | |||
+ | ; User Source NHibernate Example (DIALECT; | ||
+ | ; user_source = " | ||
+ | ; User Source MySQL example | ||
+ | user_source = "Data Source=localhost; | ||
+ | |||
+ | ; Specifies the location and filename of the default inventory library control file. The path can be relative or absolute | ||
+ | ; Default is ./ | ||
+ | ; | ||
+ | | ||
+ | ; Specifies the location and filename of the inventory library assets control file. The path can be relative or absolute | ||
+ | ; Setting is optional. Default is ./ | ||
+ | ; | ||
+ | |||
+ | dump_assets_to_file = false | ||
+ | |||
+ | [Network] | ||
+ | http_listener_port = 9000 | ||
+ | remoting_listener_port = 8895 | ||
+ | default_location_x = 1000 | ||
+ | default_location_y = 1000 | ||
+ | |||
+ | ; ssl config: Experimental! | ||
+ | ; you need a Cert Request/ | ||
+ | ; you can use https on other platforms, but you'll need to configure the httpapi yourself for now | ||
+ | http_listener_ssl = false ; Also create a SSL server | ||
+ | http_listener_cn = " | ||
+ | http_listener_sslport = 9001 ; Use this port for SSL connections | ||
+ | http_listener_ssl_cert = "" | ||
+ | |||
+ | ; Uncomment below to enable llRemoteData/ | ||
+ | ; remoteDataPort = 20800 | ||
+ | |||
+ | grid_server_url = " | ||
+ | grid_send_key = " | ||
+ | grid_recv_key = " | ||
+ | |||
+ | user_server_url = " | ||
+ | user_send_key = " | ||
+ | user_recv_key = " | ||
+ | |||
+ | asset_server_url = " | ||
+ | |||
+ | inventory_server_url = " | ||
+ | |||
+ | ; The MessagingServer is a companion of the UserServer. It uses | ||
+ | ; user_send_key and user_recv_key, | ||
+ | messaging_server_url = " | ||
+ | |||
+ | [ClientStack.LindenUDP] | ||
+ | ; This is the multiplier applied to all client throttles for outgoing UDP network data | ||
+ | ; If it is set to 1, then we obey the throttle settings as given to us by the client. | ||
+ | ; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we | ||
+ | ; will actually push down data at a maximum rate of 750 kilobits per second). | ||
+ | ; | ||
+ | ; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster | ||
+ | ; than its UI allows the setting to go. This may be okay in some situations, such as standalone OpenSim | ||
+ | ; applications on a LAN. However, the greater the multipler, the higher the risk of packet drop, resulting | ||
+ | ; in symptoms such as missing terrain or objects. | ||
+ | ; higher network bandwidth settings directly, though this isn't always possible. | ||
+ | ; | ||
+ | ; Currently this setting is 2 by default because we currently send much more texture data than is strictly | ||
+ | ; necessary. | ||
+ | ; of textures at different levels of quality is improved. | ||
+ | ; | ||
+ | ; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter | ||
+ | ; unexpected difficulties | ||
+ | client_throttle_multiplier = 2; | ||
+ | |||
+ | [Chat] | ||
+ | ; Controls whether the chat module is enabled. | ||
+ | enabled = true; | ||
+ | |||
+ | ; Distance in meters that whispers should travel. | ||
+ | whisper_distance = 10 | ||
+ | |||
+ | ; Distance in meters that ordinary chat should travel. | ||
+ | say_distance = 30 | ||
+ | |||
+ | ; Distance in meters that shouts should travel. | ||
+ | shout_distance = 100 | ||
+ | |||
+ | [Messaging] | ||
+ | ; Control which region module is used for instant messaging. | ||
+ | ; Default is InstantMessageModule (this is the name of the core IM module as well as the setting) | ||
+ | InstantMessageModule = InstantMessageModule | ||
+ | |||
+ | [ODEPhysicsSettings] | ||
+ | ;## | ||
+ | ;## World Settings | ||
+ | ;## | ||
+ | |||
+ | ; | ||
+ | world_gravityx = 0 | ||
+ | world_gravityy = 0 | ||
+ | world_gravityz = -9.8 | ||
+ | |||
+ | ; World Step size. (warning these are dangerous. | ||
+ | ; reference: fps = (0.09375/ | ||
+ | world_stepsize = 0.020 | ||
+ | world_internal_steps_without_collisions = 10 | ||
+ | |||
+ | ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim | ||
+ | world_hashspace_size_low = -4 | ||
+ | world_hashSpace_size_high = 128 | ||
+ | |||
+ | ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim | ||
+ | meters_in_small_space = 29.9 | ||
+ | small_hashspace_size_low = -4 | ||
+ | small_hashspace_size_high = 66 | ||
+ | |||
+ | ; ## | ||
+ | ; ## Contact properties. (the stuff that happens when things come in contact with each other) | ||
+ | ; ## | ||
+ | |||
+ | ; surface layer around geometries other geometries can sink into before generating a contact | ||
+ | world_contact_surface_layer = 0.001 | ||
+ | |||
+ | ; Filtering Collisions helps keep things stable physics wise, but sometimes | ||
+ | ; it can be over zealous. | ||
+ | ; that | ||
+ | filter_collisions = false | ||
+ | |||
+ | ; Non Moving Terrain Contact (avatar isn't moving) | ||
+ | nm_terraincontact_friction = 255.0 | ||
+ | nm_terraincontact_bounce = 0.1 | ||
+ | nm_terraincontact_erp = 0.1025 | ||
+ | |||
+ | ; Moving Terrain Contact (avatar is moving) | ||
+ | m_terraincontact_friction = 75.0 | ||
+ | m_terraincontact_bounce = 0.05 | ||
+ | m_terrainContact_erp = 0.05025 | ||
+ | |||
+ | ; Moving Avatar to object Contact | ||
+ | m_avatarobjectcontact_friction = 75.0 | ||
+ | m_avatarobjectcontact_bounce = 0.1 | ||
+ | |||
+ | ; Object to Object Contact and Non-Moving Avatar to object | ||
+ | objectcontact_friction = 250.0 | ||
+ | objectcontact_bounce = 0.2 | ||
+ | |||
+ | ; ## | ||
+ | ; ## Avatar Control | ||
+ | ; ## | ||
+ | |||
+ | ; PID Controller Settings. These affect the math that causes the avatar to reach the | ||
+ | ; desired velocity | ||
+ | ; See http:// | ||
+ | |||
+ | av_pid_derivative_linux = 2200.0 | ||
+ | av_pid_proportional_linux = 900.0; | ||
+ | |||
+ | av_pid_derivative_win = 2200.0 | ||
+ | av_pid_proportional_win = 900.0; | ||
+ | |||
+ | ;girth of the avatar. | ||
+ | av_capsule_radius = 0.37 | ||
+ | |||
+ | ; Max force permissible to use to keep the avatar standing up straight | ||
+ | av_capsule_standup_tensor_win = 550000 | ||
+ | av_capsule_standup_tensor_linux = 550000 | ||
+ | |||
+ | ; used to calculate mass of avatar. | ||
+ | ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, | ||
+ | ; av_density * AVvolume; | ||
+ | |||
+ | av_density = 80 | ||
+ | |||
+ | ; use this value to cut 52% of the height the sim gives us | ||
+ | av_height_fudge_factor = 0.52 | ||
+ | |||
+ | ; Movement. | ||
+ | |||
+ | ; speed of movement with Always Run off | ||
+ | av_movement_divisor_walk = 1.3 | ||
+ | |||
+ | ; speed of movement with Always Run on | ||
+ | av_movement_divisor_run = 0.8 | ||
+ | |||
+ | ; ## | ||
+ | ; ## Object options | ||
+ | ; ## | ||
+ | |||
+ | ; used in the mass calculation. | ||
+ | geometry_default_density = 10.000006836 | ||
+ | |||
+ | ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep | ||
+ | body_frames_auto_disable = 20 | ||
+ | |||
+ | ; used to control llMove2Target | ||
+ | body_pid_derivative = 35 | ||
+ | body_pid_gain = 25 | ||
+ | |||
+ | ; amount of time a geom/body will try to cross a region border before it gets disabled | ||
+ | geom_crossing_faiures_before_outofbounds = 5 | ||
+ | |||
+ | ; start throttling the object updates if object comes in contact with 3 or more other objects | ||
+ | geom_contactpoints_start_throttling = 3 | ||
+ | |||
+ | ; send 1 update for every x updates below when throttled | ||
+ | geom_updates_before_throttled_update = 15 | ||
+ | |||
+ | ; Used for llSetStatus. | ||
+ | body_motor_joint_maxforce_tensor_linux = 5 | ||
+ | body_motor_joint_maxforce_tensor_win = 5 | ||
+ | |||
+ | ; ## | ||
+ | ; ## Sculpted Prim settings | ||
+ | ; ## | ||
+ | |||
+ | ; Do we want to mesh sculpted prim to collide like they look? | ||
+ | mesh_sculpted_prim = true | ||
+ | |||
+ | ; number^2 non-physical level of detail of the sculpt texture. | ||
+ | mesh_lod = 32 | ||
+ | |||
+ | ; number^2 physical level of detail of the sculpt texture. | ||
+ | mesh_physical_lod = 16 | ||
+ | |||
+ | ; ## | ||
+ | ; ## Physics logging settings - logfiles are saved to *.DIF files | ||
+ | ; ## | ||
+ | |||
+ | ; | ||
+ | ;; every n simulation iterations, the physics snapshot file is updated | ||
+ | ; | ||
+ | ;; append to existing physics logfile, or overwrite existing logfiles? | ||
+ | ; | ||
+ | |||
+ | ; ## | ||
+ | ; ## Joint support | ||
+ | ; ## | ||
+ | |||
+ | ; if you would like physics joints to be enabled through a special naming convention in the client, set this to true. (see NINJA Physics documentation, | ||
+ | use_NINJA_physics_joints = true | ||
+ | |||
+ | [RemoteAdmin] | ||
+ | enabled = false | ||
+ | access_password = unknown | ||
+ | |||
+ | ; the create_region XmlRpc call uses region_file_template to generate | ||
+ | ; the file name of newly create regions (if they are created | ||
+ | ; persistent). the parameter available are: | ||
+ | ; {0} - X location | ||
+ | ; {1} - Y location | ||
+ | ; {2} - region UUID | ||
+ | ; {3} - region port | ||
+ | ; {4} - region name with " ", ":", | ||
+ | |||
+ | region_file_template = " | ||
+ | |||
+ | ; we can limit the number of regions that XmlRpcCreateRegion will | ||
+ | ;allow by setting this to a positive, non-0 number: as long as the | ||
+ | ;number of regions is below region_limits, | ||
+ | ;succeed. setting region_limit to 0 disables the check. | ||
+ | ; | ||
+ | |||
+ | enabled_methods = all | ||
+ | ; enable only those methods you deem to be appropriate using a | delimited whitelist | ||
+ | ; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml | ||
+ | ; if this parameter is not specified but enabled = true, all methods will be available | ||
+ | |||
+ | [RestPlugins] | ||
+ | ; Change this to true to enable REST Plugins. This must be true if you wish to use | ||
+ | ; REST Region or REST Asset and Inventory Plugins | ||
+ | enabled = false | ||
+ | god_key = password | ||
+ | prefix = /admin | ||
+ | |||
+ | [RestRegionPlugin] | ||
+ | ; Change this to true to enable the REST Region Plugin | ||
+ | enabled = false | ||
+ | |||
+ | [RestHandler] | ||
+ | ; Change this to true to enable the REST Asset and Inventory Plugin | ||
+ | enabled = false | ||
+ | authenticate=true | ||
+ | secured=true | ||
+ | extended-escape=true | ||
+ | realm=OpenSim REST | ||
+ | dump-asset=false | ||
+ | path-fill=true | ||
+ | dump-line-size=32 | ||
+ | flush-on-error=true | ||
+ | |||
+ | ; Uncomment the following for IRC bridge | ||
+ | ; experimental, | ||
+ | ; also, not good error detection when it fails | ||
+ | ;[IRC] | ||
+ | ;enabled = true ; you need to set this otherwise it won't connect | ||
+ | ; | ||
+ | ;; user password - only use this if the server requires one | ||
+ | ;password = mypass | ||
+ | ;nick = OpenSimBotNameProbablyMakeThisShorter | ||
+ | ;channel = # | ||
+ | ;port = 6667 | ||
+ | ;; channel to listen for configuration commands | ||
+ | ; | ||
+ | ; | ||
+ | ; | ||
+ | ;; relay private chat connections | ||
+ | ;; relay_private_channels = true: will relay IRC chat from/to private in-world channels | ||
+ | ;; relay_private_channel_out -- channel to send messages out to the IRC bridge | ||
+ | ;; relay_private_channel_in -- channel to receive message from the IRC bridge | ||
+ | ;; relay_chat = false: IRC bridge will not relay normal chat | ||
+ | ;; access_password -- simple security device | ||
+ | ;; | ||
+ | ;; so, to just relay chat from an IRC channel to in-world region and vice versa: | ||
+ | ;; | ||
+ | ;; | ||
+ | ;; | ||
+ | ;; | ||
+ | ;; to relay chat only to/from private in-world channels: | ||
+ | ;; | ||
+ | ;; | ||
+ | ;; | ||
+ | ;; | ||
+ | ;; | ||
+ | ;; | ||
+ | ;; in this example, all chat coming in from IRC will be send out via | ||
+ | ;; in-world channel 2226, and all chat from in-world channel 2225 will | ||
+ | ;; be relayed to the IRC channel. | ||
+ | ;; | ||
+ | ; | ||
+ | ; | ||
+ | ; | ||
+ | ;relay_chat = true | ||
+ | ; | ||
+ | |||
+ | ; | ||
+ | ;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message | ||
+ | ; must start with " | ||
+ | ;for < | ||
+ | ;msgformat = " | ||
+ | ;for < | ||
+ | msgformat = " | ||
+ | ;for < | ||
+ | ;msgformat = " | ||
+ | |||
+ | ;[CMS] | ||
+ | ;enabled = true | ||
+ | ;channel = 345 | ||
+ | |||
+ | [Voice] | ||
+ | ; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs | ||
+ | enabled = false | ||
+ | ; This is not supported by the SLViewer right now and | ||
+ | ; hardcoded within the SL Viewer. Maybe it will be | ||
+ | ; changed in future. :-) | ||
+ | account_management_server = https:// | ||
+ | ; Global SIP Server for conference calls | ||
+ | sip_domain = testserver.com | ||
+ | |||
+ | [AsteriskVoice] | ||
+ | ; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs | ||
+ | enabled = false | ||
+ | ; SIP account server domain | ||
+ | sip_domain = testserver.com | ||
+ | ; SIP conf server domain | ||
+ | conf_domain = testserver.com | ||
+ | ; URL of the asterisk opensim frontend | ||
+ | asterisk_frontend = http:// | ||
+ | ; password for the asterisk frontend XmlRpc calls | ||
+ | asterisk_password = bah-humbug | ||
+ | ; timeout for XmlRpc calls to asterisk front end (in ms) | ||
+ | asterisk_timeout = 3000 | ||
+ | ; salt for asterisk nonces | ||
+ | asterisk_salt = paluempalum | ||
+ | |||
+ | ; Uncomment the following to control the progression of daytime | ||
+ | ; in the Sim. The defaults are what is shown below | ||
+ | [Sun] | ||
+ | ; number of wall clock hours for an opensim day. 24.0 would mean realtime | ||
+ | ;day_length = 24 | ||
+ | ; Year length in days | ||
+ | ; | ||
+ | ; Day to Night Ratio | ||
+ | ; | ||
+ | ; send a Sun update every update_interval # of frames. | ||
+ | ; make for smoother sun transition at the cost of network | ||
+ | ; | ||
+ | |||
+ | [ScriptEngine.DotNetEngine] | ||
+ | Enabled = false | ||
+ | |||
+ | ScriptDelayFactor = 1.0 | ||
+ | ScriptDistanceLimitFactor = 1.0 | ||
+ | |||
+ | ; These settings are specific to DotNetEngine script engine | ||
+ | ; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file. | ||
+ | ; | ||
+ | |||
+ | ; When a script receives an event the event is queued. | ||
+ | ; Any free thread will start executing this event. One script can only have one event executed simultaneously. | ||
+ | ; If you have only one thread, and one script has a loop or does a lot of work, then no other scripts can run at the same time. | ||
+ | ; Same if you have 10 threads, then only 10 scripts can be run simultaneously. | ||
+ | ; But because most scripts exit after their task, the threads are free to go on to the next script. | ||
+ | |||
+ | ; Refresh ScriptEngine config options (these settings) every xx seconds | ||
+ | ; 0 = Do not refresh | ||
+ | ; Set it to number of seconds between refresh, for example 30. | ||
+ | ; Will allow you to change ScriptEngine settings while server is running just by using " | ||
+ | ; For example to increase or decrease number of threads: CONFIG SET NumberOfScriptThreads 10 | ||
+ | ; NOTE! Disabled for now. Feature does not work. | ||
+ | RefreshConfig=0 | ||
+ | |||
+ | ; Number of threads to use for script event execution | ||
+ | ; Threads are shared across all regions | ||
+ | NumberOfScriptThreads=2 | ||
+ | |||
+ | ; Script event execution thread priority inside application. | ||
+ | ; Valid values: Lowest, BelowNormal, | ||
+ | ScriptThreadPriority=BelowNormal | ||
+ | |||
+ | ; How long MAX should a script event be allowed to run (per event execution)? | ||
+ | ; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function | ||
+ | ; There is also a small speed penalty for every kill that is made | ||
+ | MaxEventExecutionTimeMs=5000 | ||
+ | |||
+ | ; Should we enable the max script event execution thread to look for scripts that exceed their timeslice? | ||
+ | EnforceMaxEventExecutionTime=true | ||
+ | |||
+ | ; Should we stop the script completely when time exceeds? | ||
+ | ; This is useful if you have a high < | ||
+ | ; Note that for example physics engine can slow down the system and make scripts spend more time | ||
+ | DeactivateScriptOnTimeout=false | ||
+ | |||
+ | ; If no scripts have executed in this pass how long should we sleep before checking again | ||
+ | ; Impact: | ||
+ | ; Too low and you will waste lots of CPU | ||
+ | ; Too high and people touching object or similar will have to wait up to this amount of time before script responding | ||
+ | SleepTimeIfNoScriptExecutionMs=50 | ||
+ | |||
+ | ; AppDomains are used for two things: | ||
+ | ; * Security: Scripts inside AppDomains are limited in permissions. | ||
+ | ; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded. | ||
+ | ; AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims). | ||
+ | ; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead. | ||
+ | ScriptsPerAppDomain=1 | ||
+ | |||
+ | ; MaintenanceLoop | ||
+ | ; How often to run maintenance loop | ||
+ | ; Maintenance loop is doing: script compile/ | ||
+ | MaintenanceLoopms=50 | ||
+ | |||
+ | ; How many maintenanceloops between each of these. | ||
+ | ; (if 2 then function will be executed every MaintenanceLoopms*2 ms) | ||
+ | ; Script loading/ | ||
+ | |||
+ | ; How long load/unload thread should sleep if there is nothing to do | ||
+ | ; Higher value makes it respond slower when scripts are added/ | ||
+ | ; But once active it will process all in queue before sleeping again | ||
+ | MaintenanceLoopTicks_ScriptLoadUnload=1 | ||
+ | |||
+ | ; Other tasks | ||
+ | ; check if we need to reload config, adjust running config and enforce max execution time | ||
+ | MaintenanceLoopTicks_Other=10 | ||
+ | |||
+ | ; Allow the use of os* functions (some are dangerous) | ||
+ | ; Default is false | ||
+ | AllowOSFunctions = true | ||
+ | |||
+ | ; Threat level to allow if os functions are enabled | ||
+ | ; One of None, VeryLow, Low, Moderate, High, VeryHigh, Severe | ||
+ | ; Default is VeryLow | ||
+ | OSFunctionThreatLevel = VeryLow | ||
+ | |||
+ | ; Maximum number of items in load/unload queue before we start rejecting loads | ||
+ | ; Note that we will only be rejecting load. Unloads will still be able to queue. | ||
+ | LoadUnloadMaxQueueSize=100 | ||
+ | |||
+ | ; Maximum number of (LSL) events that can be queued before new events are ignored. | ||
+ | EventExecutionMaxQueueSize=300 | ||
+ | |||
+ | ; Async LL command sleep | ||
+ | ; If no async LL commands are waiting, how long should thread sleep before checking again | ||
+ | ; Async LL commands are LSL-commands that causes an event to be fired back with result | ||
+ | AsyncLLCommandLoopms=50 | ||
+ | |||
+ | ; When script is converted from LSL to C#, or just plain compiled, a copy of the script source will be put in the ScriptEngine folder | ||
+ | WriteScriptSourceToDebugFile=true | ||
+ | |||
+ | ; Specify default script compiler | ||
+ | ; If you do not specify //cs, //vb, //js or //lsl tag as the first characters of your script then the default compiler will be chosen | ||
+ | ; Valid languages are: lsl, cs, js and vb | ||
+ | DefaultCompileLanguage=lsl | ||
+ | |||
+ | ; Specify what compilers are allowed to be used | ||
+ | ; Note vb only works on Windows for now (Mono lacks VB compile support) | ||
+ | ; Valid languages are: lsl, cs, js and vb | ||
+ | ; AllowedCompilers=lsl, | ||
+ | AllowedCompilers=lsl | ||
+ | |||
+ | ; Compile scripts with debugging | ||
+ | ; Probably a thousand times slower, but gives you a line number when something goes wrong. | ||
+ | CompileWithDebugInformation=true | ||
+ | |||
+ | ; Remove old scripts on next startup | ||
+ | CleanUpOldScriptsOnStartup=true | ||
+ | |||
+ | [LL-Functions] | ||
+ | ; Set the following to true to allow administrator owned scripts to execute console commands | ||
+ | AllowosConsoleCommand=false | ||
+ | |||
+ | AllowGodFunctions = false | ||
+ | |||
+ | ; Maximum number of llListen events we allow per script | ||
+ | ; Set this to 0 to have no limit imposed. | ||
+ | max_listens_per_script = 64 | ||
+ | |||
+ | [DataSnapshot] | ||
+ | ; The following set of configs pertains to search. | ||
+ | ; Set index_sims to true to enable search engines to index your searchable data | ||
+ | ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs | ||
+ | index_sims = true | ||
+ | ; The variable data_exposure controls what the regions expose: | ||
+ | ; minimum: exposes only things explicitly marked for search | ||
+ | ; all: exposes everything | ||
+ | data_exposure = minimum | ||
+ | ; If search is on, change this to your grid name; will be ignored for standalones | ||
+ | gridname = " | ||
+ | ; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast. | ||
+ | ; Later, you may want to increase this to 3600 (1 hour) or more | ||
+ | default_snapshot_period = 1200 | ||
+ | ; This will be created in bin, if it doesn' | ||
+ | snapshot_cache_directory = " | ||
+ | ; This semicolon-separated string serves to notify specific data services about the existence | ||
+ | ; of this sim. Uncomment if you want to index your data with this and/or other search providers. | ||
+ | ; | ||
+ | |||
+ | [Economy] | ||
+ | ; These economy values get used in the BetaGridLikeMoneyModule. | ||
+ | ; In grid mode, use this currency XMLRPC server. | ||
+ | CurrencyServer = "" | ||
+ | ; " | ||
+ | |||
+ | ; In grid mode, this is the land XMLRPC server. Leave blank for normal functionality | ||
+ | LandServer = "" | ||
+ | ;" | ||
+ | |||
+ | ; 45000 is the highest value that the sim could possibly report because of protocol constraints | ||
+ | ObjectCapacity = 45000 | ||
+ | |||
+ | ; Money Unit fee to upload textures, animations etc | ||
+ | PriceUpload = 0 | ||
+ | |||
+ | ; Money Unit fee to create groups | ||
+ | PriceGroupCreate = 0 | ||
+ | |||
+ | ; This is the account Money goes to for fees. Remember, economy requires that money circulates somewhere... even if it's an upload fee | ||
+ | EconomyBaseAccount = 00000000-0000-0000-0000-000000000000 | ||
+ | |||
+ | ; This is the type of user that will pay fees. | ||
+ | ; Set this to 2 for users, estate managers and Estate Owners | ||
+ | ; Set this to 1 for Users and Estate Managers | ||
+ | ; Set this to 0 for Users only. | ||
+ | ; -1 disables | ||
+ | UserLevelPaysFees = -1 | ||
+ | |||
+ | ; Amount to give to user as a stipend | ||
+ | UserStipend = 1000 | ||
+ | |||
+ | ; When a user gets low on money units and logs off, then logs back on, issue a new stipend if they have less money units then this | ||
+ | ; amount. Be aware that the account money isn't stored anywhere so users will get a stipend if you restart the simulator | ||
+ | IssueStipendWhenClientIsBelowAmount = 10 | ||
+ | |||
+ | ; If this is true, the simulator will remember account balances until the simulator is shutdown or restarted. | ||
+ | KeepMoneyAcrossLogins = true | ||
+ | |||
+ | ; We don't really know what the rest of these values do. These get sent to the client | ||
+ | ; These taken from Agni at a Public Telehub. | ||
+ | ObjectCount = 0 | ||
+ | PriceEnergyUnit = 100 | ||
+ | PriceObjectClaim = 10 | ||
+ | PricePublicObjectDecay = 4 | ||
+ | PricePublicObjectDelete = 4 | ||
+ | PriceParcelClaim = 1 | ||
+ | PriceParcelClaimFactor = 1 | ||
+ | |||
+ | PriceRentLight = 5 | ||
+ | TeleportMinPrice = 2 | ||
+ | TeleportPriceExponent = 2 | ||
+ | EnergyEfficiency = 1 | ||
+ | PriceObjectRent = 1 | ||
+ | PriceObjectScaleFactor = 10 | ||
+ | PriceParcelRent = 1 | ||
+ | |||
+ | [SVN] | ||
+ | Enabled = false | ||
+ | Directory = SVNmodule\repo | ||
+ | URL = " | ||
+ | Username = " | ||
+ | Password = " | ||
+ | ImportOnStartup = false | ||
+ | Autosave = false | ||
+ | AutoSavePeriod = 15 ; Number of minutes between autosave backups | ||
+ | |||
+ | [XEngine] | ||
+ | ; Enable this engine in this OpenSim instance | ||
+ | Enabled = true | ||
+ | ; How many threads to keep alive even if nothing is happening | ||
+ | MinThreads = 2 | ||
+ | ; How many threads to start at maximum load | ||
+ | MaxThreads = 1000 | ||
+ | ; Time a thread must be idle (in seconds) before it dies | ||
+ | IdleTimeout = 60 | ||
+ | ; Thread priority (" | ||
+ | Priority = " | ||
+ | ; Maximum number of events to queue for a script (excluding timers) | ||
+ | MaxScriptEventQueue = 300 | ||
+ | ; Stack size per thread created | ||
+ | ThreadStackSize = 262144 | ||
+ | ; Rate to poll for asynchronous command replies (ms) | ||
+ | AsyncLLCommandLoopms = 50 | ||
+ | ; Save the source of all compiled scripts | ||
+ | WriteScriptSourceToDebugFile = true | ||
+ | ; Default language for scripts | ||
+ | DefaultCompileLanguage = lsl | ||
+ | ; List of allowed languages (lsl, | ||
+ | ; AllowedCompilers=lsl, | ||
+ | ; *warning*, non lsl languages have access to static methods such as System.IO.File. | ||
+ | AllowedCompilers=lsl | ||
+ | ; Compile debug info (line numbers) into the script assemblies | ||
+ | CompileWithDebugInformation = true | ||
+ | ; Allow the use of os* functions (some are dangerous) | ||
+ | AllowOSFunctions = true | ||
+ | ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe | ||
+ | OSFunctionThreatLevel = Moderate | ||
+ | ; Interval (s) between background save of script states | ||
+ | SaveInterval = 120 | ||
+ | ; Interval (s) between maintenance runs (0 = disable) | ||
+ | MaintenanceInterval = 10 | ||
+ | ; Time a script can spend in an event handler before it is interrupted | ||
+ | EventLimit = 30 | ||
+ | ; If a script overruns it's event limit, kill the script? | ||
+ | KillTimedOutScripts = false | ||
+ | ; Sets the multiplier for the scripting delays | ||
+ | ScriptDelayFactor = 1.0 | ||
+ | ; The factor the 10 m distances llimits are multiplied by | ||
+ | ScriptDistanceLimitFactor = 1.0 | ||
+ | |||
+ | ; OS Functions enable/ | ||
+ | ; For each function, you can add one line, as shown | ||
+ | ; The default for all functions allows them if below threat level | ||
+ | |||
+ | ; true allows the use of the function unconditionally | ||
+ | ; Allow_osSetRegionWaterHeight = true | ||
+ | |||
+ | ; false disables the function completely | ||
+ | ; Allow_osSetRegionWaterHeight = false | ||
+ | |||
+ | ; Comma separated list of UUIDS allows the function for that list of UUIDS | ||
+ | ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb | ||
+ | |||
+ | ; Allow for llCreateLink and llBreakLink to work without asking for permission | ||
+ | ; only enable this in a trusted environment otherwise you may be subject to hijacking | ||
+ | ; AutomaticLinkPermission = false | ||
+ | |||
+ | [GridInfo] | ||
+ | ; These settings are used to return information on a get_grid_info call. | ||
+ | ; Client launcher scripts and third-party clients make use of this to | ||
+ | ; autoconfigure the client and to provide a nice user experience. If you | ||
+ | ; want to facilitate that, you should configure the settings here according | ||
+ | ; to your grid or standalone setup. | ||
+ | ; | ||
+ | ; See http:// | ||
+ | |||
+ | ; login uri: for grid this is the user server URI | ||
+ | login = http:// | ||
+ | |||
+ | ; long grid name: the long name of your grid | ||
+ | gridname = "Free and open world of OpenSIM" | ||
+ | |||
+ | ; short grid name: the short name of your grid | ||
+ | gridnick = " | ||
+ | |||
+ | ; login page: optional: if it exists it will be used to tell the client to use | ||
+ | ; this as splash page | ||
+ | welcome = http:// | ||
+ | |||
+ | ; helper uri: optional: if it exists if will be used to tell the client to use | ||
+ | ; this for all economy related things | ||
+ | economy = http:// | ||
+ | |||
+ | ; web page of grid: optional: page providing further information about your grid | ||
+ | about = http:// | ||
+ | |||
+ | ; account creation: optional: page providing further information about obtaining | ||
+ | ; a user account on your grid | ||
+ | register = http:// | ||
+ | |||
+ | ; help: optional: page providing further assistance for users of your grid | ||
+ | help = http:// | ||
+ | |||
+ | ; password help: optional: page providing password assistance for users of your grid | ||
+ | password = http:// | ||
+ | |||
+ | ;These are the settings for the Open Grid Protocol.. | ||
+ | |||
+ | [OpenGridProtocol] | ||
+ | ;On/true or Off/false | ||
+ | ogp_enabled=false | ||
+ | |||
+ | ;Name Prefix/ | ||
+ | ogp_firstname_prefix="" | ||
+ | ogp_lastname_suffix=" | ||
+ | |||
+ | [Concierge] | ||
+ | ; Enable concierge module | ||
+ | ; Default is false | ||
+ | enabled = false | ||
+ | |||
+ | ; name of the concierge | ||
+ | whoami = " | ||
+ | |||
+ | ; password for updating the welcome message templates via XmlRpc | ||
+ | password = password | ||
+ | |||
+ | ; regex specifying for which regions concierge service is desired; if | ||
+ | ; empty, then for all | ||
+ | regions = " | ||
+ | |||
+ | ; for each region that matches the regions regexp you can provide | ||
+ | ; (optionally) a welcome template using format substitution: | ||
+ | ; {0} is replaced with the name of the avatar entering the region | ||
+ | ; {1} is replaced with the name of the region | ||
+ | ; {2} is replaced with the name of the concierge (whoami variable above) | ||
+ | |||
+ | welcomes = / | ||
+ | |||
+ | ; Concierge can send attendee lists to an event broker whenever an | ||
+ | ; avatar enters or leaves a concierged region. the URL is subject | ||
+ | ; to format substitution: | ||
+ | ; {0} is replaced with the region' | ||
+ | ; {1} is replaced with the region' | ||
+ | broker = " | ||
+ | |||
+ | [Trees] | ||
+ | |||
+ | ; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying | ||
+ | active_trees = false | ||
+ | |||
+ | ; Density of tree population | ||
+ | tree_density = 1000.0 | ||
+ | |||
+ | [RegionReady] | ||
+ | ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled | ||
+ | enabled = false | ||
+ | |||
+ | ; Channel on which to signal region readiness through a message | ||
+ | ; formatted as follows: " | ||
+ | ; - the first number indicating whether the OAR file loaded ok (1 == ok, 0 == error) | ||
+ | ; - the second number indicates how many scrips failed to compile | ||
+ | ; - "oar error" if supplied, provides the error message from the OAR load | ||
+ | channel_notify = -800 | ||
+ | |||
+ | [WebStats] | ||
+ | enabled = false | ||
+ | |||
+ | [MRM] | ||
+ | Enabled = false ; Enables the Mini Region Modules Script Engine. WARNING: SECURITY RISK. | ||
+ | </ |