3 ; Set auto_login to true if you are on a linux server
\r
4 ; This setting will not display any graphical interface
\r
5 ; and will not perform any networld test or configuration
\r
16 ; Set this to true if you want to log crashes to disk
\r
17 ; this can be useful when submitting bug reports.
\r
18 save_crashes = false
\r
20 ; Directory to save crashes to if above is enabled
\r
21 ; (eg default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
\r
22 crash_dir = "crashes"
\r
24 ; Place to create a PID file
\r
25 ; PIDFile = "/tmp/my.pid"
\r
27 ; Http proxy support for llHTTPRequest and dynamic texture loading
\r
28 ; Set HttpProxy to the URL for your proxy server if you would like
\r
29 ; to proxy llHTTPRequests through a firewall
\r
30 ; HttpProxy = "http://proxy.com"
\r
31 ; Set HttpProxyExceptions to a list of regular expressions for
\r
32 ; URLs that you don't want going through the proxy such as servers
\r
33 ; inside your firewall, separate patterns with a ';'
\r
34 ; HttpProxyExceptions = ".mydomain.com;localhost"
\r
36 ; Set this to true if you are connecting your OpenSimulator regions to a grid
\r
37 ; Set this to false if you are running OpenSimulator in standalone mode
\r
40 startup_console_commands_file = "startup_commands.txt"
\r
41 shutdown_console_commands_file = "shutdown_commands.txt"
\r
43 ; To run a script every few minutes, set the script filename here
\r
44 ; timer_Script = "filename"
\r
50 ; Enables EventQueueGet Service.
\r
53 ; Set this to the DLL containig the client stack to use.
\r
54 clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
\r
60 ; Determine where OpenSimulator looks for the files which tell it which regions to server
\r
61 ; Defaults to "filesystem" if this setting isn't present
\r
62 region_info_source = "filesystem"
\r
63 ; region_info_source = "web"
\r
65 ; Determines where the region XML files are stored if you are loading these from the filesystem.
\r
66 ; Defaults to bin/Regions in your OpenSimulator installation directory
\r
67 ; regionload_regionsdir="C:\somewhere\xmlfiles\"
\r
69 ; Determines the page from which regions xml is retrieved if you are loading these from the web
\r
70 ; The XML here has the same format as it does on the filesystem (including the <Root> tag),
\r
71 ; except that everything is also enclosed in a <Regions> tag.
\r
72 ; regionload_webserver_url = "http://example.com/regions.xml";
\r
74 ; Draw objects on maptile. This step might take a long time if you've got a huge amount of
\r
75 ; objects, so you can turn it off here if you'd like.
\r
76 DrawPrimOnMapTile = true
\r
77 ; Use terrain texture for maptiles if true, use shaded green if false
\r
78 TextureOnMapTile = false
\r
80 ; Maximum total size, and maximum size where a prim can be physical
\r
81 NonPhysicalPrimMax = 256
\r
82 PhysicalPrimMax = 10
\r
83 ClampPrimSize = false
\r
86 AllowScriptCrossing = false
\r
87 ; If you set this to "true", any region that can teleport to you can
\r
88 ; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
\r
89 ; YOU HAVE BEEN WARNED!!!
\r
90 TrustBinaries = false
\r
92 ; How many prims to send to each avatar in the scene on each Update()
\r
93 ; MaxPrimsPerFrame = 200
\r
99 ; *** Prim Storage - only leave one storage_plugin uncommented ***
\r
100 ; --- Null stores nothing - effectively disabling persistence:
\r
101 ;storage_plugin = "OpenSim.Data.Null.dll"
\r
103 ; --- To use sqlite as region storage:
\r
104 storage_plugin = "OpenSim.Data.SQLite.dll"
\r
105 storage_connection_string="URI=file:OpenSim.db,version=3";
\r
107 ; --- To use MySQL storage, supply your own connectionstring (this is only an example):
\r
108 ; note that the supplied account needs create privilegies if you want it to auto-create needed tables.
\r
109 ; storage_plugin="OpenSim.Data.MySQL.dll"
\r
110 ; storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
\r
111 ; NOTE: Use this for storage_connection_string if localhost does not work:
\r
112 ;storage_connection_string="Data Source=/var/run/mysqld/mysqld.sock;Database=opensim;User ID=opensim;Password=*****;";
114 ; If you want to use a different database/server for estate data, then
\r
115 ; uncomment and change this connect string. Defaults to the above if not set
\r
116 ; estate_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
\r
117 ; NOTE: Use this for estate_connection_string if localhost does not work:
\r
118 ;estate_connection_string="Data Source=/var/run/mysqld/mysqld.sock;Database=opensim;User ID=opensim;Password=*****;";
\r
120 ; Select whether you want to use local or grid asset storage.
\r
122 ; If you're running in standalone, you definitely want local, since there is no grid (hence this is redundant, and should
\r
123 ; really be eliminated). The database itself is defined in asset_plugin below
\r
125 ; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
\r
126 ; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
\r
127 ; locally. This will mean you won't be able to take items using your assets to other people's regions.
\r
129 ; asset_database can be default, local or grid. This controls where assets (textures, scripts, etc.) are stored for your region
\r
131 ; If set to default, then
\r
132 ; In standalone mode the local database based asset service will be used
\r
133 ; In grid mode the grid asset service will be used for asset storage
\r
134 ; This is probably the setting that you want.
\r
136 ; If set to local then the local database based asset service will be used in standalone and grid modes
\r
137 ; If set to grid then the grid based asset service will be used in standalone and grid modes
\r
138 ; All other values will cause a search for a matching assembly that contains an asset server client.
\r
139 ; See also: AssetCache
\r
140 asset_database = "default"
\r
142 ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
\r
143 ; prevent frequently changing objects from heavily loading the region data store.
\r
144 ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
\r
146 ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
\r
147 MinimumTimeBeforePersistenceConsidered = 60
\r
148 ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
\r
149 MaximumTimeBeforePersistenceConsidered = 600
\r
151 ; Should avatars in neighbor sims see objects in this sim?
\r
152 see_into_this_sim_from_neighbor = True
\r
158 ; 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.
\r
159 physical_prim = true
\r
161 ; Select a mesher here. ZeroMesher is save and fast.
\r
162 ; ZeroMesher also means that the physics engine models the physics of prims
\r
163 ; sticking to the basic shapes the engine does support. Usually this is only a box.
\r
164 ; Meshmerizer gives a better handling of complex prims by using triangle meshes.
\r
165 ; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
\r
167 ;meshing = ZeroMesher
\r
168 meshing = Meshmerizer
\r
170 ; Choose one of the physics engines below
\r
171 ;physics = basicphysics
\r
173 physics = OpenDynamicsEngine
\r
174 ;physics = modified_BulletX
\r
180 ;permissionmodules = "DefaultPermissionsModule"
\r
182 ; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
\r
183 ; any item, etc. This may not yet be implemented uniformally.
\r
184 ; If set to true, then all permissions checks are carried out
\r
186 serverside_object_permissions = true
\r
188 allow_grid_gods = true
\r
190 ; This allows somne control over permissions
\r
191 ; please note that this still doesn't duplicate SL, and is not intended to
\r
192 ;region_owner_is_god = true
\r
193 ;parcel_owner_is_god = true
\r
195 ; Control user types that are allowed to create new scripts
\r
196 ; Only enforced if serviceside_object_permissions is true
\r
198 ; Current possible values are
\r
199 ; all - anyone can create scripts (subject to normal permissions)
\r
200 ; gods - only administrators can create scripts (as long as allow_grid_gods is true)
\r
201 ; Default value is all
\r
202 ; allowed_script_creators = all
\r
204 ; Control user types that are allowed to edit (save) scripts
\r
205 ; Only enforced if serviceside_object_permissions is true
\r
207 ; Current possible values are
\r
208 ; all - anyone can edit scripts (subject to normal permissions)
\r
209 ; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
\r
210 ; Default value is all
\r
211 ; allowed_script_editors = all
\r
217 ;DefaultScriptEngine = "ScriptEngine.DotNetEngine"
\r
218 DefaultScriptEngine = "XEngine"
\r
224 ;WorldMapModule = "WorldMap"
\r
225 ;MapImageModule = "MapImageModule"
\r
228 ; ## Scripting XMLRPC mapper
\r
231 ; If enabled, this will post an event, "xmlrpc_uri(string)" to the
\r
232 ; script concurrently with the first remote_data event.
\r
233 ; This will contain the fully qualified URI an external site needs
\r
234 ; to use to send XMLRPC requests to that script
\r
236 ;XmlRpcRouterModule = "XmlRpcRouterModule"
\r
239 ; ## Customized Cache Implementation
\r
242 ; The AssetCache value allows the name of an alternative caching
\r
243 ; implementation to be specified. This can normally be omitted.
\r
244 ; This value corresponds to the provider value associated with the
\r
245 ; intended cache implementation plugin.
\r
246 ; See also: asset_database
\r
248 ; AssetCache = "OpenSim.Framework.Communications.Cache.AssetCache"
\r
254 ;emailmodule = DefaultEmailModule
\r
260 ; If enabled, enableFlySlow will change the primary fly state to
\r
261 ; FLYSLOW, and the "always run" state will be the regular fly.
\r
263 enableflyslow = false
\r
265 ; PreJump is an additional animation state, but it probably
\r
266 ; won't look right until the physics engine supports it
\r
267 ; (i.e delays takeoff for a moment)
\r
269 ; This is commented so it will come on automatically once it's
\r
272 ; enableprejump = true
\r
274 ; Simulator Stats URI
\r
275 ; Enable JSON simulator data by setting a URI name (case sensitive)
\r
276 ; Stats_URI = "jsonSimStats"
\r
283 ;internal_object_host=lsl.opensim.local
\r
284 ;host_domain_header_from=127.0.0.1
\r
285 ;SMTP_SERVER_HOSTNAME=127.0.0.1
\r
286 ;SMTP_SERVER_PORT=25
\r
287 ;SMTP_SERVER_LOGIN=foo
\r
288 ;SMTP_SERVER_PASSWORD=bar
\r
292 ;InterregionComms = "LocalComms"
\r
293 InterregionComms = "RESTComms"
\r
297 accounts_authenticate = true
\r
298 welcome_message = "Welcome to OpenSimulator"
\r
300 ; Asset database provider
\r
301 asset_plugin = "OpenSim.Data.SQLite.dll"
\r
302 ; asset_plugin = "OpenSim.Data.MySQL.dll" ; for mysql
\r
303 ; asset_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
\r
305 ; the Asset DB source. This only works for sqlite, mysql, and nhibernate for now
\r
306 ; Asset source SQLite example
\r
307 asset_source = "URI=file:Asset.db,version=3"
\r
308 ; Asset Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
\r
309 ; asset_source = "SQLiteDialect;SqliteClientDriver;URI=file:Asset.db,version=3"
\r
310 ; Asset Source MySQL example
\r
311 ;asset_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
\r
312 ; NOTE: Use this for asset_source if localhost does not work:
\r
313 ;asset_source="Data Source=/var/run/mysqld/mysqld.sock;Database=opensim;User ID=opensim;Password=*****;";
\r
315 ; Inventory database provider
\r
316 inventory_plugin = "OpenSim.Data.SQLite.dll"
\r
317 ; inventory_plugin = "OpenSim.Data.MySQL.dll"
\r
318 ; inventory_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
\r
320 ; Inventory source SQLite example
\r
321 inventory_source = "URI=file:inventoryStore.db,version=3"
\r
322 ; Inventory Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
\r
323 ; inventory_source = "SQLiteDialect;SqliteClientDriver;URI=file:Inventory.db,version=3"
\r
324 ; Inventory Source MySQL example
\r
325 ;inventory_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
\r
326 ; NOTE: Use this for inventory_source if localhost does not work:
\r
327 ;inventory_source="Data Source=/var/run/mysqld/mysqld.sock;Database=opensim;User ID=opensim;Password=*****;";
\r
329 ; User Data Database provider
\r
331 ; Multiple providers can be specified by separating them with commas (whitespace is unimportant)
\r
332 ; If multiple providers are specified then if a profile is requested, each is queried until one
\r
333 ; provides a valid profile, or until all providers have been queried.
\r
334 ; Unfortunately the order of querying is currently undefined (it may not be the order in which
\r
335 ; providers are specified here). This needs to be fixed
\r
337 userDatabase_plugin = "OpenSim.Data.SQLite.dll"
\r
338 ; userDatabase_plugin = "OpenSim.Data.MySQL.dll"
\r
339 ; userDatabase_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
\r
341 ; User source SQLite example
\r
342 user_source = "URI=file:userprofiles.db,version=3"
\r
343 ; User Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING)
\r
344 ; user_source = "SQLiteDialect;SqliteClientDriver;URI=file:User.db,version=3"
\r
345 ; User Source MySQL example
\r
346 ;user_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
\r
347 ; NOTE: Use this for user_source if localhost does not work:
\r
348 ;user_source="Data Source=/var/run/mysqld/mysqld.sock;Database=opensim;User ID=opensim;Password=*****;";
\r
350 ; Specifies the location and filename of the default inventory library control file. The path can be relative or absolute
\r
351 ; Default is ./inventory/Libraries.xml
\r
352 LibrariesXMLFile="./inventory/Libraries.xml"
\r
354 ; Specifies the location and filename of the inventory library assets control file. The path can be relative or absolute
\r
355 ; Setting is optional. Default is ./assets/AssetSets.xml
\r
356 AssetSetsXMLFile="./assets/AssetSets.xml"
\r
358 dump_assets_to_file = false
\r
362 http_listener_port = 9000
\r
363 default_location_x = 1000
\r
364 default_location_y = 1000
\r
366 ; ssl config: Experimental! The auto https config only really works definately on windows XP now
\r
367 ; you need a Cert Request/Signed pair installed in the MY store with the CN specified below
\r
368 ; you can use https on other platforms, but you'll need to configure the httpapi yourself for now
\r
369 http_listener_ssl = false ; Also create a SSL server
\r
370 http_listener_cn = "localhost" ; Use the cert with the common name
\r
371 http_listener_sslport = 9001 ; Use this port for SSL connections
\r
372 http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer
\r
374 ; Uncomment below to enable llRemoteData/remote channels
\r
375 ; remoteDataPort = 20800
\r
377 grid_server_url = "http://grid.newworldgrid.com:8001"
\r
378 user_server_url = "http://grid.newworldgrid.com:8002"
\r
379 asset_server_url = "http://grid.newworldgrid.com:8003"
\r
380 inventory_server_url = "http://grid.newworldgrid.com:8004"
\r
381 messaging_server_url = "http://grid.newworldgrid.com:8006"
\r
383 ; What is reported as the "X-Secondlife-Shard"
\r
384 ; Defaults to the user server url if not set
\r
385 ; The old default is "OpenSim", set here fro compatibility
\r
388 ; What is reported as the "User-Agent" when using llHTTPRequest
\r
389 ; Defaults to not sent if not set here. See the notes section in the wiki at
\r
390 ; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
\r
391 ; " (Mozilla Compatible)" to the text where there are problems with a web server
\r
392 ;user_agent = "OpenSim LSL (Mozilla Compatible)"
\r
395 [ClientStack.LindenUDP]
\r
396 ; This is the multiplier applied to all client throttles for outgoing UDP network data
\r
397 ; If it is set to 1, then we obey the throttle settings as given to us by the client. If it is set to 3, for example, then we
\r
398 ; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we
\r
399 ; will actually push down data at a maximum rate of 750 kilobits per second).
\r
401 ; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster
\r
402 ; than its UI allows the setting to go. This may be okay in some situations, such as standalone OpenSim
\r
403 ; applications on a LAN. However, the greater the multipler, the higher the risk of packet drop, resulting
\r
404 ; in symptoms such as missing terrain or objects. A much better solution is to change the client UI to allow
\r
405 ; higher network bandwidth settings directly, though this isn't always possible.
\r
407 ; Currently this setting is 2 by default because we currently send much more texture data than is strictly
\r
408 ; necessary. A setting of 1 could result in slow texture transfer. This will be fixed when the transfer
\r
409 ; of textures at different levels of quality is improved.
\r
411 ; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter
\r
412 ; unexpected difficulties
\r
413 client_throttle_multiplier = 2;
\r
417 ; Controls whether the chat module is enabled. Default is true.
\r
420 ; Distance in meters that whispers should travel. Default is 10m
\r
421 whisper_distance = 10
\r
423 ; Distance in meters that ordinary chat should travel. Default is 30m
\r
426 ; Distance in meters that shouts should travel. Default is 100m
\r
427 shout_distance = 100
\r
430 [ODEPhysicsSettings]
\r
435 ;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s
\r
438 world_gravityz = -9.8
\r
440 ; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
\r
441 ; reference: fps = (0.09375/ODE_STEPSIZE) * 1000;
\r
442 world_stepsize = 0.020
\r
443 world_internal_steps_without_collisions = 10
\r
445 ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
\r
446 world_hashspace_size_low = -4
\r
447 world_hashSpace_size_high = 128
\r
449 ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
\r
450 meters_in_small_space = 29.9
\r
451 small_hashspace_size_low = -4
\r
452 small_hashspace_size_high = 66
\r
455 ; ## Contact properties. (the stuff that happens when things come in contact with each other)
\r
458 ; surface layer around geometries other geometries can sink into before generating a contact
\r
459 world_contact_surface_layer = 0.001
\r
461 ; Filtering Collisions helps keep things stable physics wise, but sometimes
\r
462 ; it can be over zealous. If you notice bouncing, chances are it's being just
\r
464 filter_collisions = false
\r
466 ; Non Moving Terrain Contact (avatar isn't moving)
\r
467 nm_terraincontact_friction = 255.0
\r
468 nm_terraincontact_bounce = 0.1
\r
469 nm_terraincontact_erp = 0.1025
\r
471 ; Moving Terrain Contact (avatar is moving)
\r
472 m_terraincontact_friction = 75.0
\r
473 m_terraincontact_bounce = 0.05
\r
474 m_terrainContact_erp = 0.05025
\r
476 ; Moving Avatar to object Contact
\r
477 m_avatarobjectcontact_friction = 75.0
\r
478 m_avatarobjectcontact_bounce = 0.1
\r
480 ; Object to Object Contact and Non-Moving Avatar to object
\r
481 objectcontact_friction = 250.0
\r
482 objectcontact_bounce = 0.2
\r
485 ; ## Avatar Control
\r
488 ; PID Controller Settings. These affect the math that causes the avatar to reach the
\r
490 ; See http://en.wikipedia.org/wiki/PID_controller
\r
492 av_pid_derivative_linux = 2200.0
\r
493 av_pid_proportional_linux = 900.0;
\r
495 av_pid_derivative_win = 2200.0
\r
496 av_pid_proportional_win = 900.0;
\r
498 ;girth of the avatar. Adds radius to the height also
\r
499 av_capsule_radius = 0.37
\r
501 ; Max force permissible to use to keep the avatar standing up straight
\r
502 av_capsule_standup_tensor_win = 550000
\r
503 av_capsule_standup_tensor_linux = 550000
\r
505 ; used to calculate mass of avatar.
\r
506 ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
\r
507 ; av_density * AVvolume;
\r
510 ; use this value to cut 52% of the height the sim gives us
\r
511 av_height_fudge_factor = 0.52
\r
513 ; Movement. Smaller is faster.
\r
515 ; speed of movement with Always Run off
\r
516 av_movement_divisor_walk = 1.3
\r
518 ; speed of movement with Always Run on
\r
519 av_movement_divisor_run = 0.8
\r
521 ; When the avatar flies, it will be moved up by this amount off the ground (in meters)
\r
522 minimum_ground_flight_offset = 3.0
\r
525 ; ## Object options
\r
528 ; used in the mass calculation.
\r
529 geometry_default_density = 10.000006836
\r
531 ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
\r
532 body_frames_auto_disable = 20
\r
534 ; used to control llMove2Target
\r
535 body_pid_derivative = 35
\r
538 ; amount of time a geom/body will try to cross a region border before it gets disabled
\r
539 geom_crossing_failures_before_outofbounds = 5
\r
541 ; start throttling the object updates if object comes in contact with 3 or more other objects
\r
542 geom_contactpoints_start_throttling = 3
\r
544 ; send 1 update for every x updates below when throttled
\r
545 geom_updates_before_throttled_update = 15
\r
547 ; Used for llSetStatus. How rigid the object rotation is held on the axis specified
\r
548 body_motor_joint_maxforce_tensor_linux = 5
\r
549 body_motor_joint_maxforce_tensor_win = 5
\r
552 ; ## Sculpted Prim settings
\r
555 ; Do we want to mesh sculpted prim to collide like they look?
\r
556 mesh_sculpted_prim = true
\r
558 ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
\r
561 ; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
\r
562 mesh_physical_lod = 16
\r
565 ; ## Physics logging settings - logfiles are saved to *.DIF files
\r
569 ;physics_logging = true
\r
570 ;; every n simulation iterations, the physics snapshot file is updated
\r
571 ;physics_logging_interval = 50
\r
572 ;; append to existing physics logfile, or overwrite existing logfiles?
\r
573 ;physics_logging_append_existing_logfile = true
\r
579 ; if you would like physics joints to be enabled through a special naming convention in the client, set this to true.
\r
580 ; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
\r
582 ;use_NINJA_physics_joints = true
\r
585 ; ## additional meshing options
\r
588 ; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and
\r
589 ; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to
\r
590 ; true. Note that this will increase memory usage and region startup time. Default is false.
\r
591 ;force_simple_prim_meshing = true
\r
597 access_password = unknown
\r
599 ; set this variable to true if you want the create_region XmlRpc
\r
600 ; call to unconditionally enable voice on all parcels for a newly
\r
601 ; created region [default: false]
\r
603 create_region_enable_voice = false
\r
605 ; set this variable to false if you want the create_region XmlRpc
\r
606 ; call to create all regions as private per default (can be
\r
607 ; overridden in the XmlRpc call) [default: true]
\r
609 create_region_public = false
\r
612 ; the create_region XmlRpc call uses region_file_template to generate
\r
613 ; the file name of newly create regions (if they are created
\r
614 ; persistent). the parameter available are:
\r
617 ; {2} - region UUID
\r
618 ; {3} - region port
\r
619 ; {4} - region name with " ", ":", "/" mapped to "_"
\r
621 region_file_template = "{0}x{1}-{2}.xml"
\r
623 ; we can limit the number of regions that XmlRpcCreateRegion will
\r
624 ; allow by setting this to a positive, non-0 number: as long as the
\r
625 ; number of regions is below region_limits, XmlRpcCreateRegion will
\r
626 ; succeed. setting region_limit to 0 disables the check.
\r
630 ; enable only those methods you deem to be appropriate using a | delimited whitelist
\r
631 ; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml
\r
632 ; if this parameter is not specified but enabled = true, all methods will be available
\r
633 enabled_methods = all
\r
637 ; Change this to true to enable REST Plugins. This must be true if you wish to use
\r
638 ; REST Region or REST Asset and Inventory Plugins
\r
645 ; Change this to true to enable the REST Region Plugin
\r
650 ; Change this to true to enable the REST Asset and Inventory Plugin
\r
652 authenticate = true
\r
654 extended-escape = true
\r
655 realm = OpenSim REST
\r
658 dump-line-size = 32
\r
659 flush-on-error = true
\r
662 ; Uncomment the following for IRC bridge
\r
663 ; experimental, so if it breaks... keep both parts... yada yada
\r
664 ; also, not good error detection when it fails
\r
666 ;enabled = true ; you need to set this otherwise it won't connect
\r
667 ;server = name.of.irc.server.on.the.net
\r
668 ;; user password - only use this if the server requires one
\r
670 ;nick = OpenSimBotNameProbablyMakeThisShorter
\r
671 ;channel = #the_irc_channel_you_want_to_connect_to
\r
672 ;user = "USER OpenSimBot 8 * :I'm an OpenSim to IRC bot"
\r
674 ;; channel to listen for configuration commands
\r
675 ;commands_enabled = false
\r
676 ;command_channel = 2777
\r
677 ;report_clients = true
\r
678 ;; relay private chat connections
\r
679 ;; relay_private_channels = true: will relay IRC chat from/to private in-world channels
\r
680 ;; relay_private_channel_out -- channel to send messages out to the IRC bridge
\r
681 ;; relay_private_channel_in -- channel to receive message from the IRC bridge
\r
682 ;; relay_chat = false: IRC bridge will not relay normal chat
\r
683 ;; access_password -- simple security device
\r
685 ;; so, to just relay chat from an IRC channel to in-world region and vice versa:
\r
687 ;; relay_private_channels = false
\r
688 ;; relay_chat = true
\r
690 ;; to relay chat only to/from private in-world channels:
\r
692 ;; relay_chat = false
\r
693 ;; relay_private_channels = true
\r
694 ;; relay_private_channel_in = 2226
\r
695 ;; relay_private_channel_out = 2225
\r
697 ;; in this example, all chat coming in from IRC will be send out via
\r
698 ;; in-world channel 2226, and all chat from in-world channel 2225 will
\r
699 ;; be relayed to the IRC channel.
\r
701 ;relay_private_channels = false
\r
702 ;relay_private_channel_in = 2226
\r
703 ;relay_private_channel_out = 2225
\r
705 ;access_password = foobar
\r
707 ;fallback_region = name of "default" region
\r
708 ;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
\r
709 ; must start with "PRIVMSG {0} : " or irc server will get upset
\r
710 ;for <bot>:<user in region> :<message>
\r
711 ;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
\r
712 ;for <bot>:<message> - <user of region> :
\r
713 msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
\r
714 ;for <bot>:<message> - from <user> :
\r
715 ;msgformat = "PRIVMSG {0} : {3} - from {1}"
\r
721 ; Uncomment the following to control the progression of daytime
\r
722 ; in the Sim. The defaults are what is shown below
\r
724 ; number of wall clock hours for an opensim day. 24.0 would mean realtime
\r
726 ; Year length in days
\r
728 ; Day to Night Ratio
\r
729 ;day_night_offset = 0.45
\r
730 ; send a Sun update every update_interval # of frames. A lower number will
\r
731 ; make for smoother sun transition at the cost of network
\r
732 ;update_interval = 100
\r
736 ; Enables the wind module. Default is true
\r
739 ; How often should wind be updated, as a function of world frames. Approximately 50 frames a second
\r
740 wind_update_rate = 150
\r
742 ; The Default Wind Plugin to load
\r
743 wind_plugin = SimpleRandomWind
\r
745 ; These settings are specific to the ConfigurableWind plugin
\r
746 ; To use ConfigurableWind as the default, simply change wind_plugin to ConfigurableWind and uncomment the following.
\r
747 ; avg_strength = 5.0
\r
748 ; avg_direction = 0.0
\r
749 ; var_strength = 0.0
\r
750 ; var_direction = 0.0
\r
751 ; rate_change = 1.0
\r
753 ; This setting is specific to the SimpleRandomWind plugin
\r
754 ; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. Default is 1.0
\r
758 ; Enable this to generate classic particle clouds above the sim.
\r
759 ; default is disabled - turn it on here
\r
762 ; Density of cloud cover 0.0 to 1.0 Defult 0.5
\r
765 ; update interval for the cloud cover data returned by llCloud().
\r
767 cloud_update_rate = 1000
\r
770 ; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying
\r
772 active_trees = false
\r
774 ; Density of tree population
\r
775 tree_density = 1000.0
\r
778 [ScriptEngine.DotNetEngine]
\r
781 ScriptDelayFactor = 1.0
\r
782 ScriptDistanceLimitFactor = 1.0
\r
784 ; Maximum length of notecard line read
\r
785 ; Increasing this to large values potentially opens
\r
786 ; up the system to malicious scripters
\r
787 ; NotecardLineReadCharsMax = 255
\r
790 ; These settings are specific to DotNetEngine script engine
\r
791 ; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file.
\r
794 ; When a script receives an event the event is queued.
\r
795 ; Any free thread will start executing this event. One script can only have one event executed simultaneously.
\r
796 ; 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.
\r
797 ; Same if you have 10 threads, then only 10 scripts can be run simultaneously.
\r
798 ; But because most scripts exit after their task, the threads are free to go on to the next script.
\r
800 ; Refresh ScriptEngine config options (these settings) every xx seconds
\r
801 ; 0 = Do not refresh
\r
802 ; Set it to number of seconds between refresh, for example 30.
\r
803 ; Will allow you to change ScriptEngine settings while server is running just by using "CONFIG SET" on console
\r
804 ; For example to increase or decrease number of threads: CONFIG SET NumberOfScriptThreads 10
\r
805 ; NOTE! Disabled for now. Feature does not work.
\r
808 ; Number of threads to use for script event execution
\r
809 ; Threads are shared across all regions
\r
810 NumberOfScriptThreads=2
\r
812 ; Script event execution thread priority inside application.
\r
813 ; Valid values: Lowest, BelowNormal, Normal, AboveNormal, Highest
\r
814 ScriptThreadPriority=BelowNormal
\r
816 ; How long MAX should a script event be allowed to run (per event execution)?
\r
817 ; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function
\r
818 ; There is also a small speed penalty for every kill that is made
\r
819 MaxEventExecutionTimeMs=5000
\r
821 ; Should we enable the max script event execution thread to look for scripts that exceed their timeslice?
\r
822 EnforceMaxEventExecutionTime=true
\r
824 ; Should we stop the script completely when time exceeds?
\r
825 ; This is useful if you have a high <MaxEventExecutionTimeMs> and want to deactivate scripts that go wrong
\r
826 ; Note that for example physics engine can slow down the system and make scripts spend more time
\r
827 DeactivateScriptOnTimeout=false
\r
829 ; If no scripts have executed in this pass how long should we sleep before checking again
\r
831 ; Too low and you will waste lots of CPU
\r
832 ; Too high and people touching object or similar will have to wait up to this amount of time before script responding
\r
833 SleepTimeIfNoScriptExecutionMs=50
\r
835 ; AppDomains are used for two things:
\r
836 ; * Security: Scripts inside AppDomains are limited in permissions.
\r
837 ; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded.
\r
838 ; AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims).
\r
839 ; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
\r
840 ScriptsPerAppDomain=1
\r
843 ; How often to run maintenance loop
\r
844 ; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time
\r
845 MaintenanceLoopms=50
\r
847 ; How many maintenanceloops between each of these.
\r
848 ; (if 2 then function will be executed every MaintenanceLoopms*2 ms)
\r
849 ; Script loading/unloading
\r
851 ; How long load/unload thread should sleep if there is nothing to do
\r
852 ; Higher value makes it respond slower when scripts are added/removed from prims
\r
853 ; But once active it will process all in queue before sleeping again
\r
854 MaintenanceLoopTicks_ScriptLoadUnload=1
\r
857 ; check if we need to reload config, adjust running config and enforce max execution time
\r
858 MaintenanceLoopTicks_Other=10
\r
860 ; Allow the use of os* functions (some are dangerous)
\r
862 AllowOSFunctions = true
\r
864 ; Threat level to allow if os functions are enabled
\r
865 ; One of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
\r
866 ; Default is VeryLow
\r
867 OSFunctionThreatLevel = High
\r
869 ; Maximum number of items in load/unload queue before we start rejecting loads
\r
870 ; Note that we will only be rejecting load. Unloads will still be able to queue.
\r
871 LoadUnloadMaxQueueSize=100
\r
873 ; Maximum number of (LSL) events that can be queued before new events are ignored.
\r
874 EventExecutionMaxQueueSize=300
\r
876 ; Async LL command sleep
\r
877 ; If no async LL commands are waiting, how long should thread sleep before checking again
\r
878 ; Async LL commands are LSL-commands that causes an event to be fired back with result
\r
880 ; AsyncLLCommandLoopms=50
\r
882 ; 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
\r
883 WriteScriptSourceToDebugFile=false
\r
885 ; Specify default script compiler
\r
886 ; 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
\r
887 ; Valid languages are: lsl, cs, js and vb
\r
888 DefaultCompileLanguage=lsl
\r
890 ; Specify what compilers are allowed to be used
\r
891 ; Note vb only works on Windows for now (Mono lacks VB compile support)
\r
892 ; Valid languages are: lsl, cs, js and vb
\r
893 ; AllowedCompilers=lsl,cs,js,vb. *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk.
\r
894 AllowedCompilers=lsl
\r
896 ; Compile scripts with debugging
\r
897 ; Probably a thousand times slower, but gives you a line number when something goes wrong.
\r
898 CompileWithDebugInformation=true
\r
900 ; Remove old scripts on next startup
\r
902 ;CleanUpOldScriptsOnStartup=true
\r
906 ; Set the following to true to allow administrator owned scripts to execute console commands
\r
908 ; AllowosConsoleCommand=false
\r
910 AllowGodFunctions = false
\r
912 ; Maximum number of llListen events we allow per script
\r
913 ; Set this to 0 to have no limit imposed.
\r
914 max_listens_per_script = 64
\r
918 ; The following set of configs pertains to search.
\r
919 ; Set index_sims to true to enable search engines to index your searchable data
\r
920 ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
\r
924 ; The variable data_exposure controls what the regions expose:
\r
925 ; minimum: exposes only things explicitly marked for search
\r
926 ; all: exposes everything
\r
927 data_exposure = minimum
\r
929 ; If search is on, change this to your grid name; will be ignored for standalones
\r
930 gridname = "New World Grid"
\r
932 ; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.
\r
933 ; Later, you may want to increase this to 3600 (1 hour) or more
\r
934 default_snapshot_period = 1200
\r
936 ; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
\r
937 snapshot_cache_directory = "DataSnapshot"
\r
939 ; This semicolon-separated string serves to notify specific data services about the existence
\r
940 ; of this sim. Uncomment if you want to index your data with this and/or other search providers.
\r
941 data_services = "http://search.newworldgrid.com/register.php"
\r
945 SearchURL = http://search.newworldgrid.com/query.php
\r
949 ; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only -
\r
951 ; Enables selling things for $0
\r
952 SellEnabled = "true"
\r
954 ; 45000 is the highest value that the sim could possibly report because of protocol constraints
\r
955 ObjectCapacity = 45000
\r
957 ; Money Unit fee to upload textures, animations etc
\r
960 ; Money Unit fee to create groups
\r
961 PriceGroupCreate = 0
\r
963 ; We don't really know what the rest of these values do. These get sent to the client
\r
964 ; These taken from Agni at a Public Telehub. Change at your own risk.
\r
966 PriceEnergyUnit = 100
\r
967 PriceObjectClaim = 10
\r
968 PricePublicObjectDecay = 4
\r
969 PricePublicObjectDelete = 4
\r
970 PriceParcelClaim = 1
\r
971 PriceParcelClaimFactor = 1
\r
974 TeleportMinPrice = 2
\r
975 TeleportPriceExponent = 2
\r
976 EnergyEfficiency = 1
\r
977 PriceObjectRent = 1
\r
978 PriceObjectScaleFactor = 10
\r
979 PriceParcelRent = 1
\r
984 Directory = SVNmodule\repo
\r
985 URL = "svn://your.repo.here/"
\r
987 Password = "password"
\r
988 ImportOnStartup = false
\r
990 AutoSavePeriod = 15 ; Number of minutes between autosave backups
\r
994 ; Enable this engine in this OpenSim instance
\r
997 ; How many threads to keep alive even if nothing is happening
\r
1000 ; How many threads to start at maximum load
\r
1003 ; Time a thread must be idle (in seconds) before it dies
\r
1006 ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
\r
1007 Priority = "BelowNormal"
\r
1009 ; Maximum number of events to queue for a script (excluding timers)
\r
1010 MaxScriptEventQueue = 300
\r
1012 ; Stack size per thread created
\r
1013 ThreadStackSize = 262144
\r
1015 ; Rate to poll for asynchronous command replies (ms)
\r
1016 ; currently unused
\r
1017 ;AsyncLLCommandLoopms = 50
\r
1019 ; Save the source of all compiled scripts
\r
1020 WriteScriptSourceToDebugFile = false
\r
1022 ; Default language for scripts
\r
1023 DefaultCompileLanguage = lsl
\r
1025 ; List of allowed languages (lsl,vb,js,cs)
\r
1026 ; AllowedCompilers=lsl,cs,js,vb.
\r
1027 ; *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk.
\r
1028 AllowedCompilers=lsl
\r
1030 ; Compile debug info (line numbers) into the script assemblies
\r
1031 CompileWithDebugInformation = true
\r
1033 ; Allow the use of os* functions (some are dangerous)
\r
1034 AllowOSFunctions = true
\r
1036 ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
\r
1037 OSFunctionThreatLevel = High
\r
1039 ; Interval (s) between background save of script states
\r
1040 SaveInterval = 120
\r
1042 ; Interval (s) between maintenance runs (0 = disable)
\r
1043 MaintenanceInterval = 10
\r
1045 ; Time a script can spend in an event handler before it is interrupted
\r
1048 ; If a script overruns it's event limit, kill the script?
\r
1049 KillTimedOutScripts = false
\r
1051 ; Sets the multiplier for the scripting delays
\r
1052 ScriptDelayFactor = 1.0
\r
1054 ; The factor the 10 m distances llimits are multiplied by
\r
1055 ScriptDistanceLimitFactor = 1.0
\r
1057 ; Maximum length of notecard line read
\r
1058 ; Increasing this to large values potentially opens
\r
1059 ; up the system to malicious scripters
\r
1060 ; NotecardLineReadCharsMax = 255
\r
1063 SensorMaxRange = 96.0
\r
1064 SensorMaxResults = 16
\r
1066 ; OS Functions enable/disable
\r
1067 ; For each function, you can add one line, as shown
\r
1068 ; The default for all functions allows them if below threat level
\r
1070 ; true allows the use of the function unconditionally
\r
1071 ; Allow_osSetRegionWaterHeight = true
\r
1073 ; false disables the function completely
\r
1074 ; Allow_osSetRegionWaterHeight = false
\r
1076 ; Comma separated list of UUIDS allows the function for that list of UUIDS
\r
1077 ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
\r
1079 ; Allow for llCreateLink and llBreakLink to work without asking for permission
\r
1080 ; only enable this in a trusted environment otherwise you may be subject to hijacking
\r
1081 ; AutomaticLinkPermission = false
\r
1085 ; These settings are used to return information on a get_grid_info call.
\r
1086 ; Client launcher scripts and third-party clients make use of this to
\r
1087 ; autoconfigure the client and to provide a nice user experience. If you
\r
1088 ; want to facilitate that, you should configure the settings here according
\r
1089 ; to your grid or standalone setup.
\r
1091 ; See http://opensimulator.org/wiki/GridInfo
\r
1093 ; login uri: for grid this is the user server URI
\r
1094 login = http://127.0.0.1:9000/
\r
1096 ; long grid name: the long name of your grid
\r
1097 gridname = "the lost continent of hippo"
\r
1099 ; short grid name: the short name of your grid
\r
1100 gridnick = "hippogrid"
\r
1102 ; login page: optional: if it exists it will be used to tell the client to use
\r
1103 ; this as splash page
\r
1104 ; currently unused
\r
1105 ;welcome = http://127.0.0.1/welcome
\r
1107 ; helper uri: optional: if it exists if will be used to tell the client to use
\r
1108 ; this for all economy related things
\r
1109 ; currently unused
\r
1110 ;economy = http://127.0.0.1:9000/
\r
1112 ; web page of grid: optional: page providing further information about your grid
\r
1113 ; currently unused
\r
1114 ;about = http://127.0.0.1/about/
\r
1116 ; account creation: optional: page providing further information about obtaining
\r
1117 ; a user account on your grid
\r
1118 ; currently unused
\r
1119 ;register = http://127.0.0.1/register
\r
1121 ; help: optional: page providing further assistance for users of your grid
\r
1122 ; currently unused
\r
1123 ;help = http://127.0.0.1/help
\r
1125 ; password help: optional: page providing password assistance for users of your grid
\r
1126 ; currently unused
\r
1127 ;password = http://127.0.0.1/password
\r
1130 [OpenGridProtocol]
\r
1131 ;These are the settings for the Open Grid Protocol.. the Agent Domain, Region Domain, you know..
\r
1132 ;On/true or Off/false
\r
1135 ;Name Prefix/suffix when using OGP
\r
1136 ogp_firstname_prefix=""
\r
1137 ogp_lastname_suffix="_EXTERNAL"
\r
1141 ; Enable concierge module
\r
1142 ; Default is false
\r
1145 ; name of the concierge
\r
1148 ; password for updating the welcome message templates via XmlRpc
\r
1151 ; regex specifying for which regions concierge service is desired; if
\r
1152 ; empty, then for all
\r
1153 regions = "^MeetingSpace-"
\r
1155 ; for each region that matches the regions regexp you can provide
\r
1156 ; (optionally) a welcome template using format substitution:
\r
1157 ; {0} is replaced with the name of the avatar entering the region
\r
1158 ; {1} is replaced with the name of the region
\r
1159 ; {2} is replaced with the name of the concierge (whoami variable above)
\r
1161 welcomes = /path/to/welcome/template/directory
\r
1163 ; Concierge can send attendee lists to an event broker whenever an
\r
1164 ; avatar enters or leaves a concierged region. the URL is subject
\r
1165 ; to format substitution:
\r
1166 ; {0} is replaced with the region's name
\r
1167 ; {1} is replaced with the region's UUID
\r
1168 broker = "http://broker.place.com/{1}"
\r
1172 ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
\r
1173 ; default is false
\r
1176 ; Channel on which to signal region readiness through a message
\r
1177 ; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]"
\r
1178 ; - the first field indicating whether this is an initial server startup
\r
1179 ; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error)
\r
1180 ; - the third field is a number indicating how many scripts failed to compile
\r
1181 ; - "oar error" if supplied, provides the error message from the OAR load
\r
1182 channel_notify = -800
\r
1186 ; Enables the Mini Region Modules Script Engine. WARNING: SECURITY RISK.
\r
1187 ; default is false
\r
1191 ; Keep it false for now. Making it true requires the use of a special client in order to access inventory
\r
1195 ; In order for this to work you need a functioning freeswitch pbx set
\r
1196 ; up. Configuration for that will be posted in the wiki soon.
\r
1198 ;FreeSwitch server is going to contact us and ask us all
\r
1199 ;sorts of things.
\r
1200 freeswitch_server_user = freeswitch
\r
1201 freeswitch_server_pass = password
\r
1202 freeswitch_api_prefix = /api
\r
1203 ; this is the IP of your sim
\r
1204 freeswitch_service_server = ip.address.of.your.sim
\r
1205 ;freeswitch_service_port = 80
\r
1206 ; this should be the same port the region listens on
\r
1207 freeswitch_service_port = 9000
\r
1208 freeswitch_realm = ip.address.of.freeswitch.server
\r
1209 freeswitch_sip_proxy = ip.address.of.freeswitch.server:5060
\r
1210 freeswitch_attempt_stun = false
\r
1211 freeswitch_stun_server = ip.address.of.freeswitch.server
\r
1212 freeswitch_echo_server = ip.address.of.freeswitch.server
\r
1213 freeswitch_echo_port = 50505
\r
1214 freeswitch_well_known_ip = ip.address.of.freeswitch.server
\r
1216 ;Type the address of your http server here, hostname is allowed. This is provided so you can specify a hostname
\r
1217 ;This is used by client for account verification. By default, it's the same as the freeswitch service server.
\r
1219 ;opensim_well_known_http_address = Address_Of_your_SIM_HTTP_Server_Hostname_Allowed
\r
1221 freeswitch_default_timeout = 5000
\r
1222 freeswitch_subscribe_retry = 120
\r
1223 ; freeswitch_password_reset_url =
\r
1229 ; This is the current groups stub in Region.CoreModules.Avatar.Groups
\r
1232 ; The XmlRpcGroups implementation can be used against the publically available service
\r
1233 ; that I have made available for testing. Your group data is not guarenteed safe
\r
1234 ; or available if you use this service, but it's available now and seems to work.
\r
1235 ; The PHP code for the service is available for you to deploy to your own server.
\r
1237 Module = XmlRpcGroups
\r
1239 XmlRpcServiceURL = http://groups.newworldgrid.com/groups/xmlrpc.php
\r
1240 XmlRpcServiceReadKey = 7777777
\r
1241 XmlRpcServiceWriteKey = 7777777
\r
1242 XmlRpcMessagingEnabled = true
\r
1243 XmlRpcNoticesEnabled = true
\r
1245 ; This makes the XmlRpcGroups modules very chatty on the console.
\r
1246 ;XmlRpcDebugEnabled = true
\r
1248 ; Disables HTTP Keep-Alive for Groups Module HTTP Requests, work around for
\r
1249 ; a problem discovered on some Windows based region servers. Only disable
\r
1250 ; if you see a large number (dozens) of the following Exceptions:
\r
1251 ; System.Net.WebException: The request was aborted: The request was canceled.
\r
1253 ; XmlRpcDisableKeepAlive = false
\r
1256 ; Enables the experimental packet pool. Yes, we've been here before.
\r
1257 ;RecyclePackets = true;
\r
1258 ;RecycleDataBlocks = true;
\r
1261 ; Resend packets markes as reliable until they are received
\r
1262 ;ReliableIsImportant = false
\r
1264 ; Configures how ObjectUpdates are compressed.
\r
1265 ;TerseUpdatesPerPacket=10
\r
1266 ;FullUpdatesPerPacket=14
\r
1267 ;TerseUpdateRate=10
\r
1268 ;FullUpdateRate=14
\r
1272 ; The following is the configuration section for the new style gtid servers
\r
1273 ; If you don't know what this is, don't enable it. It will eat your data,
\r
1274 ; format your hard drive and make all meat in your fridge spoil.
\r
1275 ; You have been warned.
\r
1276 ; Some of this may actually work!
\r
1279 ;AssetServices = "LocalAssetServicesConnector"
\r
1280 ;AssetServices = "RemoteAssetServicesConnector"
\r
1281 ;AssetServices = "HGAssetBroker"
\r
1283 ;AssetCaching = "CoreAssetCache"
\r
1286 ;UserServices = "LocalUserServicesConnector"
\r
1287 ;UserServices = "RemoteUserServicesConnector"
\r
1291 ; Parameters for local assets
\r
1292 ;LocalServiceModule = "OpenSim.Services.AssetService.dll:AssetService"
\r
1293 ;StorageProvider = "OpenSim.Data.MySQL.dll"
\r
1294 ;ConnectionString = "Data Source=localhost;Database=opensim;User ID=opensim;Password=opensim;"
\r
1295 ;DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
\r
1296 ;AssetLoaderArgs = "assets/AssetSets.xml"
\r
1298 ; Parameters for remote assets
\r
1299 ;AssetServerURI = "http://localhost:8003/"
\r
1301 ; Paremeters for the Hypergrid connector
\r
1303 ; Parameters for the HG Broker
\r
1304 ;LocalModule = "OpenSim.Services.AssetService.dll:AssetService"
\r
1305 ;HypergridModule = "OpenSim.Services.AssetService.dll:HGAssetService"
\r
1308 ; Number of buckets for assets
\r
1309 ;CacheBuckets = 32768
\r
1312 ;LocalServiceModule = "OpenSim.Services.UserService.dll:UserService"
\r