Open Sim
Open Sim
;;
;; 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
[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