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Open Sim

This document summarizes the format and configuration options for an OpenSim configuration file. It explains that leading whitespace is ignored, double semicolons denote comments, and single semicolons denote commented out options. It provides an example of configuration directives and describes various configuration options for the startup section including enabling email functionality, physics engine selection, and permission handling settings.

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boyan_dedic
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0% found this document useful (0 votes)
274 views14 pages

Open Sim

This document summarizes the format and configuration options for an OpenSim configuration file. It explains that leading whitespace is ignored, double semicolons denote comments, and single semicolons denote commented out options. It provides an example of configuration directives and describes various configuration options for the startup section including enabling email functionality, physics engine selection, and permission handling settings.

Uploaded by

boyan_dedic
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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;; A note on the format of this file

;;
;; All leading white space is ignored, but preserved.
;;
;; Double semicolons denote a text comment
;;
;; ;# denotes a configuration directive description
;; formatted as:
;; {option} {depends on} {question to ask} {choices} default value
;; Any text comments following the declaration, up to the next blank line.
;; will be copied to the generated file.
;; A * in the choices list will allow an empty entry.\
;; An empty question will set the default if the dependencies are
;; satisfied.
;;
;; ; denotes a commented option. It is ignored.
[Startup]
;# {save_crashes} {} {Save crashes to disk?} {true false} false
;; Set this to true if you want to log crashes to disk
;; this can be useful when submitting bug reports.
; save_crashes = false
;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashe
s
;; Directory to save crashes to if above is enabled
;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
; crash_dir = "crashes"
;# {PIDFile} {} {Path to PID file?} {}
;; Place to create a PID file
; PIDFile = "/tmp/my.pid"
; ##
; ## SYSTEM
; ##
; Sets the method that OpenSim will use to fire asynchronous
; events. Valid values are UnsafeQueueUserWorkItem,
; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread.
; SmartThreadPool is reported to work well on Mono/Linux, but
; UnsafeQueueUserWorkItem has been benchmarked with better
; performance on .NET/Windows
async_call_method = SmartThreadPool
;; Optimizations from Default of 15
;; 15 good for Single Core CPU IE: P4
;; 30 for Dual Core + CPU's
;; 45 for Quad Core + CPU's
;; MaxPoolThreads = 45 ; DEFAULT 15
; Max threads to allocate on the FireAndForget thread pool
; when running with the SmartThreadPool option above
MaxPoolThreads = 30
;; Determine where OpenSimulator looks for the files which tell it
;; which regions to server
;; Defaults to "filesystem" if this setting isn't present
; region_info_source = "filesystem"
; region_info_source = "web"
;; 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="C:\somewhere\xmlfiles\"
;; 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 <Root> tag), except that everything is also enclosed
;; in a <Regions> tag.
; regionload_webserver_url = "http://example.com/regions.xml";
;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false}
false
;; Use terrain texture for maptiles if true, use shaded green if false
; TextureOnMapTile = false
;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} fals
e
;; Draw objects on maptile. This step might take a long time if you've
;; got a large number of objects, so you can turn it off here if you'd like.
; DrawPrimOnMapTile = true
;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
;; Maximum size for non-physical prims
; NonPhysicalPrimMax = 256
;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10
;; Maximum size where a prim can be physical
; PhysicalPrimMax = 10
;; Prevent the creation, import and rez of prims that exceed the
;; maximum size.
; ClampPrimSize = false
;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true
false} false
;; Allow scripts to cross region boundaries. These are recompiled on the
;; new region.
; AllowScriptCrossing = false
;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script
code? (DANGEROUS!)} {true false} false
;; Allow compiled script binary code to cross region boundaries.
;; If you set this to "true", any region that can teleport to you can
;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
;; YOU HAVE BEEN WARNED!!!
; TrustBinaries = false
;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not
use with existing content!)} {true false} false
;; Combine all contiguous regions into one large megaregion
;; Order your regions from South to North, West to East in your regions.ini
;; and then set this to true
;; Warning! Don't use this with regions that have existing content!,
;; This will likely break them
; CombineContiguousRegions = false
;; If you have only one region in an instance, or to avoid the many bugs
;; that you can trigger in modules by restarting a region, set this to
;; true to make the entire instance exit instead of restarting the region.
;; This is meant to be used on systems where some external system like
;; Monit will restart any instance that exits, thereby making the shutdown
;; into a restart.
; InworldRestartShutsDown = false
;; 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
;# {physical_prim} {} {Allow prims to be physical?} {true false} true
;; 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.
;;
;; Meshmerizer properly handles complex prims by using triangle meshes.
;; Note that only the ODE physics engine currently deals with meshed
;; prims in a satisfactory way.
;; ZeroMesher is faster but leaves the physics engine to model the mesh
;; using the basic shapes that it supports.
;; Usually this is only a box.
meshing = Meshmerizer
; meshing = ZeroMesher
; Path to decoded sculpty maps
; Defaults to "j2kDecodeCache
;DecodedSculptMapPath = "j2kDecodeCache"
;; Choose one of the physics engines below
;; OpenDynamicsEngine is by some distance the most developed physics engine
;; basicphysics effectively does not model physics at all, making all
;; objects phantom
physics = OpenDynamicsEngine
; physics = basicphysics
; physics = POS
; physics = modified_BulletX
;# {permissionmodules} {} {Permission modules to use (may specify multiple m
odules, separated by space} {} DefaultPermissionsModule
;; Permission modules to use, separated by space.
permissionmodules = "DefaultPermissionsModule"
;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModu
le} {Activate permission handling by the sim?} {true false} true
;; These are the parameters for the default permissions module
;;
;; 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
;; This allows users with a UserLevel of 200 or more to assume god
;; powers in the regions in this simulator.
; allow_grid_gods = false
;; This allows some control over permissions
;; please note that this still doesn't duplicate SL, and is not intended to
region_owner_is_god = true
; region_manager_is_god = false
; parcel_owner_is_god = true
;; Default script engine to use. Currently, we only have XEngine
DefaultScriptEngine = "XEngine"
;; Map tile options. You can choose to generate no map tiles at all,
;; generate normal maptiles, or nominate an uploaded texture to
;; be the map tile
GenerateMaptiles = "true"
;; If desired, a running region can update the map tiles periodically
;; to reflect building activity. This names no sense of you don't have
;; prims on maptiles. Value is in seconds.
; MaptileRefresh = 0
;; If not generating maptiles, use this static texture asset ID
; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requ
ires SMTP server)} {true false} false
;; The email module requires some configuration. It needs an SMTP
;; server to send mail through.
; emailmodule = DefaultEmailModule
DelayBeforeAppearanceSave = 1
DelayBeforeAppearanceSend = 1
[SMTP]
;; The SMTP server enabled the email module to send email to external
;; destinations.
;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?
} {true false} true
;; Enable sending email via SMTP
; enabled = false
;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:t
rue} {Host name to treat as internal (object to object) email?} {} lsl.opensim.l
ocal
; internal_object_host = lsl.opensim.local
;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enable
d:true} {From address to use in the sent email header?} {} 127.0.0.1
; host_domain_header_from = "127.0.0.1"
;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:t
rue} {SMTP server name?} {} 127.0.0.1
; SMTP_SERVER_HOSTNAME = "127.0.0.1"
;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true}
{SMTP server name?} {SMTP server port?} {} 25
; SMTP_SERVER_PORT = 25
;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true
} {SMTP server user name?} {}
; SMTP_SERVER_LOGIN = ""
;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:t
rue} {SMTP server password} {}
; SMTP_SERVER_PASSWORD = ""
[Network]
;; Configure the remote console user here. This will not actually be used
;; unless you use -console=rest at startup.
; ConsoleUser = "Test"
; ConsolePass = "secret"
; console_port = 0
;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This
must be unique to the simulator!)} {} 9000
;; Simulator HTTP port. This is not the region port, but the port the
;; entire simulator listens on. This port uses the TCP protocol, while
;; the region ports use UDP.
http_listener_port = 9000
;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This shoul
d be reachable from the internet.} {}
;; Hostname to use in llRequestURL/llRequestSecureURL
;; if not defined - default machine name is being used
;; (on Windows this mean NETBIOS name - useably only inside local network)
; ExternalHostNameForLSL = "127.0.0.1"
;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if un
sure)} {} OpenSim
;; What is reported as the "X-Secondlife-Shard"
;; Defaults to the user server url if not set
;; The old default is "OpenSim", set here for compatibility
;; The below is not commented for compatibility.
shard = "OpenSim"
;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mo
zilla Compatible)
;; What is reported as the "User-Agent" when using llHTTPRequest
;; Defaults to not sent if not set here. See the notes section in the wiki
;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
;; " (Mozilla Compatible)" to the text where there are problems with a web s
erver
; user_agent = "OpenSim LSL (Mozilla Compatible)"
[ClientStack.LindenUDP]
;; See OpensSimDefaults.ini for the throttle options. You can copy the
;; relevant sections and override them here.
;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
;; with the next update!
;; Set this to true to process incoming packets asynchronously. Networking i
s
;; already separated from packet handling with a queue, so this will only
;; affect whether networking internals such as packet decoding and
;; acknowledgement accounting are done synchronously or asynchronously
;; Default is true.
async_packet_handling = true
;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
;; Quash and remove any light properties from attachments not on the
;; hands. This allows flashlights and lanterns to function, but kills
;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
;; will also be affected.
;; This is especially important in artistic builds that depend on lights
;; on the build for their appearance, since facelights will cause the
;; building's lights to possibly not be rendered.
; DisableFacelights = "false"
[Chat]
;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?}
{} 10
;; Distance in meters that whispers should travel. Default is 10m
; whisper_distance = 10
;# {say_distance} {} {Distance at which normal chat is heard, in meters? (SL
uses 20 here)} {} 30
;; Distance in meters that ordinary chat should travel. Default is 30m
; say_distance = 30
;# {shout_distance} {Distance at which a shout is heard, in meters?} {} 100
;; Distance in meters that shouts should travel. Default is 100m
; shout_distance = 100

[Messaging]
;# {OfflineMessageModule} {} {Module to use for offline message storage} {Of
flineMessageModule *}
;; Module to handle offline messaging. The core module requires an external
;; web service to do this. See OpenSim wiki.
OfflineMessageModule = OfflineMessageModule
;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule} {URL of o
ffline messaging service} {}
;; URL of web service for offline message storage
OfflineMessageURL = http://im.osgrid.org/offline
;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteLi
stModule
;; Mute list handler (not yet implemented). MUST BE SET to allow offline
;; messages to work
MuteListModule = MuteListModule
;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yo
urserver/Mute.php
;; URL of the web service that serves mute lists. Not currently used, but
;; must be set to allow offline messaging to work.
MuteListURL = http://im.osgrid.org/mute
;; Control whether group messages are forwarded to offline users.
;; Default is true.
;; This applies to the core groups module (Flotsam) only.
; ForwardOfflineGroupMessages = true

[ODEPhysicsSettings]
;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculptie
s so they collide as they look?} {true false} true
;; Do we want to mesh sculpted prim to collide like they look?
mesh_sculpted_prim = true
;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use joi
nted (NINJA) physics?} {true false} false
;; If you would like physics joints to be enabled through a special naming
;; convention in the client, set this to true.
;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
; use_NINJA_physics_joints = false

[RemoteAdmin]
;; This is the remote admin module, which uses XMLRPC requests to
;; manage regions from a web interface.
;# {enabled} {} {Enable the remote admin interface?} {true false} false
; enabled = false
;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = d
efault)} {} 0
;; Set this to a nonzero value to have remote admin use a different port
; port = 0
;# {access_password} {enabled:true} {Password for the remote admin interface
} {}
;; This password is required to make any XMLRPC call (should be set as
;; the "password" parameter)
; access_password = ""
;# {create_region_enable_voice} {enabled:true} {Enable voice for newly creat
ed regions?} {true false} false
;; set this variable to true if you want the create_region XmlRpc
;; call to unconditionally enable voice on all parcels for a newly
;; created region [default: false]
; create_region_enable_voice = false
;# {create_region_public} {enabled:true} {Make newly created regions public?
} {true false} false
;; set this variable to false if you want the create_region XmlRpc
;; call to create all regions as private per default (can be
;; overridden in the XmlRpc call) [default: true]
; create_region_public = false
;# {enabled_methods} {enabled:true} {List of methods to allow, separated by
|} {} all
;; enable only those methods you deem to be appropriate using a | delimited
;; whitelist.
;; For example:
;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
;; if this parameter is not specified but enabled = true, all methods
;; will be available
; enabled_methods = all
;; specify the default appearance for an avatar created through the remote
;; admin interface
;; This will only take effect is the file specified by the
;; default_appearance setting below exists
; default_male = Default Male
; default_female = Default Female
;; Update appearance copies inventory items and wearables of default
;; avatars. if this value is false, just worn assets are copied to the
;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
;; The receiver will wear the same items the default avatar did wear.
; copy_folders = false
;; Path to default appearance XML file that specifies the look of the
;; default avatars
; default_appearance = default_appearance.xml
[Wind]
;# {enabled} {} {Enable wind module?} {true false} true
;; Enables the wind module. Default is true
enabled = true
;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
;; How often should wind be updated, as a function of world frames.
;; Approximately 50 frames a second
wind_update_rate = 150
;; The Default Wind Plugin to load
; wind_plugin = SimpleRandomWind
;; These settings are specific to the ConfigurableWind plugin
;; To use ConfigurableWind as the default, simply change wind_plugin
;; to ConfigurableWind and uncomment the following.
; avg_strength = 5.0
; avg_direction = 0.0
; var_strength = 0.0
; var_direction = 0.0
; rate_change = 1.0
;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {
} 1.0
;; This setting is specific to the SimpleRandomWind plugin
;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. Default is 1.0
; strength = 1.0
[LightShare]
;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
;; This enables the transmission of Windlight scenes to supporting clients,
;; such as the Meta7 viewer.
;; It has no ill effect on viewers which do not support server-side
;; windlight settings.
;; Currently we only have support for MySQL databases.
enable_windlight = true;
[DataSnapshot]
;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
;; 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

;# {data_exposure} {index_sims:true} {How much data should be exposed?} {min


imum all} minimum
;; The variable data_exposure controls what the regions expose:
;; minimum: exposes only things explicitly marked for search
;; all: exposes everything
data_exposure = minimum
;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
;; If search is on, change this to your grid name; will be ignored for
;; standalones
gridname = "OSGrid"
;# {default_snapshot_period} {index_sims:true} {Period between data snapshot
s?} {} 1200
;; Period between data snapshots, in seconds. 20 minutes, for starters,
;; so that you see the initial changes fast.
;; Later, you may want to increase this to 3600 (1 hour) or more
default_snapshot_period = 1200
;; This will be created in bin, if it doesn't exist already. It will hold
;; the data snapshots.
snapshot_cache_directory = "DataSnapshot"
;# {data_services} {index_sims:true} {Data service URLs to register with?} {
} http://metaverseink.com/cgi-bin/register.py
; This semicolon-separated string serves to notify specific data services
; about the existence of this sim. Uncomment if you want to index your
; data with this and/or other search providers.
; data_services="http://metaverseink.com/cgi-bin/register.py"
data_services="http://search.osgrid.org/register.php"
[Search]
SearchURL = http://search.osgrid.org/query.php
[Profile]
; Change it to your own HTTP server to have the Profile server work
ProfileURL = http://profiles.osgrid.org/profile.php
[Economy]
;; The economy module is not enabled by default and there is no easy,
;; menu controlled way to do this. To enabled this module, insert
;; economymodule = BetaGridLikeMoneyModule
;; into the startup section (at the top of this file).
;; Then configure the options below as needed.
;; Enables selling things for $0
SellEnabled = "true"
;; Money Unit fee to upload textures, animations etc
; PriceUpload = 0
;; Money Unit fee to create groups
; PriceGroupCreate = 0
[XEngine]
;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
;; Enable this engine in this OpenSim instance
Enabled = true
;; How many threads to keep alive even if nothing is happening
; MinThreads = 2
;; How many threads to start at maximum load
; MaxThreads = 100
;; Time a thread must be idle (in seconds) before it dies
; IdleTimeout = 60
;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest B
elowNormal Normal AboveNormal Highest} BelowNormal
;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
;; "Highest")
; Priority = "BelowNormal"
;; Maximum number of events to queue for a script (excluding timers)
; MaxScriptEventQueue = 300
;; Stack size per thread created
; ThreadStackSize = 262144
;; Set this to true (the default) to load each script into a separate
;; AppDomain. Setting this to false will load all script assemblies into the
;; current AppDomain, which will reduce the per-script overhead at the
;; expense of reduced security and the inability to garbage collect the
;; script assemblies
AppDomainLoading = false
;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl v
b cs} lsl
;; Default language for scripts
; DefaultCompileLanguage = "lsl"
;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?}
{} lsl
;; List of allowed languages (lsl,vb,cs)
;; AllowedCompilers=lsl,cs,js,vb.
;; *warning*, non lsl languages have access to static methods such as
;; System.IO.File. Enable at your own risk.
; AllowedCompilers = "lsl"
;; Compile debug info (line numbers) into the script assemblies
; CompileWithDebugInformation = true
;; Allow the user of mod* functions. This allows a script to pass messages
;; to a region module via the modSendCommand() function
;; Default is false
; AllowMODFunctions = false
;# {AllowOSFunctions} {Enabled:true} {Allow OSFunctions? (DANGEROUS!)} {true
false} false
;; Allow the use of os* functions (some are dangerous)
AllowOSFunctions = true
;# {AllowLightShareFunctions} {Enabled:true [LightShare]enable_windlight:tru
e} {Allow LightShare functions?} {true false} true
; Allow the user of LightShare functions
AllowLightShareFunctions = true
;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction
threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} Ver
yLow
;; Threat level to allow, one of None, VeryLow, Low, Moderate, High,
;; VeryHigh, Severe
OSFunctionThreatLevel = VeryLow
;; Time a script can spend in an event handler before it is interrupted
; EventLimit = 30
;; If a script overruns it's event limit, kill the script?
; KillTimedOutScripts = false
;; Sets the multiplier for the scripting delays
; ScriptDelayFactor = 1.0
;; The factor the 10 m distances llimits are multiplied by
; ScriptDistanceLimitFactor = 1.0
;; Maximum length of notecard line read
;; Increasing this to large values potentially opens
;; up the system to malicious scripters
; NotecardLineReadCharsMax = 255
;; Sensor settings
; SensorMaxRange = 96.0
; SensorMaxResults = 16
;; Disable underground movement of prims (default true); set to
;; false to allow script controlled underground positioning of
;; prims
; DisableUndergroundMovement = true
Allow_osGetSimulatorVersion = true
;; Path to script assemblies
; ScriptEnginesPath = "ScriptEngines"

[MRM]
;; Enables the Mini Region Modules Script Engine.
;; default is false
; Enabled = false
;; Runs MRM in a Security Sandbox
;; WARNING: DISABLING IS A SECURITY RISK.
; Sandboxed = true
;; The level sandbox to use, adjust at your OWN RISK.
;; Valid values are:
;; * FullTrust
;; * SkipVerification
;; * Execution
;; * Nothing
;; * LocalIntranet
;; * Internet
;; * Everything
; SandboxLevel = "Internet"
;; Only allow Region Owners to run MRMs
;; May represent a security risk if you disable this.
; OwnerOnly = true
[FreeSwitchVoice]
;; In order for this to work you need a functioning FreeSWITCH PBX set up.
;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
; enabled = false
;; FreeSWITCH server is going to contact us and ask us all sorts of things
; freeswitch_server_user = freeswitch
; freeswitch_server_pass = password
; freeswitch_api_prefix = /api
;; external IP address of your OpenSim voice enabled region
;; note: all regions running on same OpenSim.exe will be enabled
; freeswitch_service_server = ip.address.of.your.sim
;; this should be the same port the region listens on
; freeswitch_service_port = 9000
; freeswitch_realm = ip.address.of.freeswitch.server
; freeswitch_sip_proxy = ip.address.of.freeswitch.server:5060
;; STUN = Simple Traversal of UDP through NATs
;; See http://wiki.freeswitch.org/wiki/NAT_Traversal
;; stun.freeswitch.org is not guaranteed to be running so use it in
;; production at your own risk
; freeswitch_attempt_stun = false
; freeswitch_stun_server = ip.address.of.stun.server
; freeswitch_echo_server = ip.address.of.freeswitch.server
; freeswitch_echo_port = 50505
; freeswitch_well_known_ip = ip.address.of.freeswitch.server
;; Type the address of your http server here, hostname is allowed.
;; This is provided so you can specify a hostname
;; This is used by client for account verification. By default, it's the
;; same as the freeswitch service server.
; opensim_well_known_http_address = Address_Of_Your_SIM_HTTP_Server
;; Timeouts
; freeswitch_default_timeout = 5000
; freeswitch_subscribe_retry = 120
;; Misc
; freeswitch_password_reset_url =
[Groups]
;# {Enabled} {} {Enable groups?} {true false} false
;; Enables the groups module
Enabled = true
;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use F
lotsam/Simian)} {} Default
;; This is the current groups stub in Region.CoreModules.Avatar.Groups.
;; All the other settings below only really apply to the Flotsam/SimianGrid
;; GroupsModule.
;; This module can use a PHP XmlRpc server from the Flotsam project at
;; http://code.google.com/p/flotsam/
;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
Module = GroupsModule

;; Service connectors to the Groups Service. Select one depending on


;; whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
;# {ServicesConnectorModule} {Module:GroupsModule} {Service connector to use
for groups?} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector} XmlR
pcGroupsServicesConnector
;; The service connector to use for the GroupsModule
ServicesConnectorModule = XmlRpcGroupsServicesConnector
;# {GroupsServerURI} {Module:GroupsModule} {Groups Server URI?} {}
;; URI for the groups services
GroupsServerURI = "http://groups.osgrid.org/xmlrpc.php"
;# {NoticesEnabled} {Module:GroupsModule} {Enable group notices?} {true fals
e} true
;; Enable Group Notices
NoticesEnabled = true
;; This makes the Groups modules very chatty on the console.
; DebugEnabled = false
;; Specify which messaging module to use for groups messaging and if it's
;; enabled
MessagingModule = GroupsMessagingModule
MessagingEnabled = true
;; XmlRpc Security settings. These must match those set on your backend
;; groups service.
; XmlRpcServiceReadKey = 1234
; XmlRpcServiceWriteKey = 1234
[InterestManagement]
;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAva
tarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarRespo
nsiveness
;; This section controls how state updates are prioritized for each client
;; Valid values are BestAvatarResponsiveness, Time, Distance,
;; SimpleAngularDistance, FrontBack
UpdatePrioritizationScheme = BestAvatarResponsiveness
ReprioritizationEnabled = false
[MediaOnAPrim]
;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
;; Enable media on a prim facilities
Enabled = true;
[Architecture]
;# {Include-Architecture} {} {Choose one of the following architectures} {co
nfig-include/Standalone.ini config-include/StandaloneHypergrid.ini config-includ
e/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config
-include/HyperSimianGrid.ini} config-include/Standalone.ini
;; Choose one of these architecture includes:
Include-Architecture = "config-include/Standalone.ini"
;; Include-Architecture = "config-include/StandaloneHypergrid.ini"
;; Include-Architecture = "config-include/Grid.ini"
;; Include-Architecture = "config-include/GridHypergrid.ini"
;; Include-Architecture = "config-include/SimianGrid.ini"
;; Include-Architecture = "config-include/HyperSimianGrid.ini"
;;Include-Architecture = "config-include/Grid.ini"
;; Then choose
;; config-include/StandaloneCommon.ini.example (if you're in standlone) OR
;; config-include/GridCommon.ini.example (if you're connected to a grid)
;; Copy to your own .ini there (without .example extension) and edit it
;; to customize your data
[Modules]
;;LandServices module is required for ossearch to function properly in grid
mode.
LandServices = "RemoteLandServicesConnector"
LandServiceConnector = "True"

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