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 +===== opensim.ini =====
  
 +Die Datei opensim.ini ist die zentrale Konfigurationsdatei von OpenSIM. In dieser Datei können mit einem normalen ASCII-Texteditor alle wichtigen Einstellungen vorgenommen werden. Zum editieren dieser Datei darf aber keinesfalls ein Programm wie "Wordpad" oder "MS-Word" verwendet werden, da diese Programme Steuerzeichen und Formatierungen einfügen, die aber in einer Konfigurationsdatei nichts verloren haben. Unter dem Betriebssytem Windows können Sie den Text-Editor "Notepad" oder einen besseren verwenden. Linux-User verwenden zum Beispiel "gedit" oder besseres.
 +
 +Nach Änderungen in der Konfigurationsdatei muss der OpenSIM-Server neu gestartet werden, da die Konfigurationsdatei nur 1x beim starten des Servers eingelesen wird.
 +
 +==== Konfigurations-Einträge ====
 +
 +Eine detaillierte Liste aller möglichen Konfigurationseinträge in der opensim.ini gibt es auf der [[http://opensimulator.org/wiki/OpenSim.ini|englischen Webseite]].
 +
 +==== Empfohlene Konfigurations-Werte (für Standalone-Modus mit mySQL Datenbank) ====
 +
 +<code>
 +    ; ## OPENSIM SETUP FOR STANDALONE MODE
 +    ; ## used for Sim 1 at OpenSIM
 +    ; ## created by Mike, S-NetworkX
 +
 +[Startup]
 +    ; Set this to true if you want to log crashes to disk
 +    ; this can be useful when submitting bug reports.
 +    save_crashes = false
 +
 +    ; Directory to save crashes to if above is enabled
 +    ; (eg default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
 +    crash_dir = "crashes"
 +
 +    ; Http proxy support for llHTTPRequest and dynamic texture loading
 +    ; Set HttpProxy to the URL for your proxy server if you would like
 +    ; to proxy llHTTPRequests through a firewall
 +    ; HttpProxy = ""
 +    ; Set HttpProxyExceptions to a list of regular expressions for 
 +    ; URLs that you don't want going through the proxy such as servers
 +    ; inside your firewall, separate patterns with a ';'
 +    ; HttpProxyExceptions = ".mydomain.com;localhost"
 +
 +    ; Set this to true if you are connecting your OpenSimulator regions to a grid
 +    ; Set this to false if you are running OpenSimulator in standalone mode
 +    gridmode = false
 +
 +    startup_console_commands_file = "startup_commands.txt"
 +    shutdown_console_commands_file = "shutdown_commands.txt"
 +
 +    ; To run a script every few minutes, set the script filename here
 +    ; timer_Script = "filename"
 +
 +    ; ##
 +    ; ## CLIENTS
 +    ; ##
 +
 +    ; Enables EventQueueGet Service.
 +    EventQueue = true
 +
 +    ; Set this to the DLL containig the client stack to use.
 +    clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
 +
 +    ; ##
 +    ; ## REGIONS
 +    ; ##
 +
 +    ; 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";
 +
 +    ; Draw objects on maptile.   This step might take a long time if you've got a huge amount of
 +    ; objects, so you can turn it off here if you'd like.
 +    DrawPrimOnMapTile = true
 +    ; Use terrain texture for maptiles if true, use shaded green if false
 +    TextureOnMapTile = true
 +
 +    ; Maximum total size, and maximum size where a prim can be physical
 +    NonPhysicalPrimMax = 256
 +    PhysicalPrimMax = 10
 +    ClampPrimSize = false
 +
 +    ; Region crossing
 +    AllowScriptCrossing = false
 +    ; If you set this to "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
 +
 +    ; ##
 +    ; ## STORAGE
 +    ; ##
 +
 +    ; *** Prim Storage - only leave one storage_plugin uncommented ***
 +    ; --- Null stores nothing - effectively disabling persistence:
 +    ; storage_plugin = "OpenSim.Data.Null.dll"
 +
 +    ; --- To use sqlite as region storage:
 +    ; storage_plugin = "OpenSim.Data.SQLite.dll"
 +    ; storage_connection_string="URI=file:OpenSim.db,version=3";
 +
 +    ; --- To use MySQL storage, supply your own connectionstring (this is only an example):
 +    ;     note that the supplied account needs create privilegies if you want it to auto-create needed tables.
 +    storage_plugin="OpenSim.Data.MySQL.dll"
 +    storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensimuser;Password=opensimpassword;";
 +    ; If you want to use a different database/server for estate data, then
 +    ; uncomment and change this connect string. Defaults to the above if not set
 +    ; estate_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
 +
 +    ; Select whether you want to use local or grid asset storage.
 +    ;
 +    ; If you're running in standalone, you definitely want local, since there is no grid (hence this is redundant, and should
 +    ; really be eliminated).  The database itself is defined in asset_plugin below
 +    ;
 +    ; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
 +    ; grid asset server.  If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
 +    ; locally.  This will mean you won't be able to take items using your assets to other people's regions.
 +    
 +    ; asset_database can be default, local or grid.  This controls where assets (textures, scripts, etc.) are stored for your region
 +    ; 
 +    ; If set to default, then
 +    ;   In standalone mode the local database based asset service will be used
 +    ;   In grid mode the grid asset service will be used for asset storage
 +    ;   This is probably the setting that you want.
 +    ;
 +    ; If set to local then the local database based asset service will be used in standalone and grid modes
 +    ; If set to grid then the grid based asset service will be used in standalone and grid modes
 +    ; All other values will cause a search for a matching assembly that contains an asset server client.
 +    ; See also: AssetCache
 +    asset_database = "default"   
 +
 +    ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
 +    ; prevent frequently changing objects from heavily loading the region data store.
 +    ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
 +    ; 
 +    ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
 +    MinimumTimeBeforePersistenceConsidered = 60
 +    ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
 +    MaximumTimeBeforePersistenceConsidered = 600
 +
 +    ; Should avatars in neighbor sims see objects in this sim?
 +    see_into_this_sim_from_neighbor = True
 +
 +    ; ##
 +    ; ## PHYSICS
 +    ; ##
 +
 +    ; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true.
 +    physical_prim = true
 +
 +    ; Select a mesher here. ZeroMesher is save and fast.
 +    ; ZeroMesher also means that the physics engine models the physics of prims
 +    ; sticking to the basic shapes the engine does support. Usually this is only a box.
 +    ; Meshmerizer gives a better handling of complex prims by using triangle meshes.
 +    ; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
 +    ;
 +    ;meshing = ZeroMesher
 +    meshing = Meshmerizer
 +
 +    ; Choose one of the physics engines below
 +    ; physics = basicphysics
 +    ; physics = POS
 +    physics = OpenDynamicsEngine
 +    ; physics = modified_BulletX
 +
 +    ; ##
 +    ; ## PERMISSIONS
 +    ; ##
 +
 +    ;permissionmodules = "DefaultPermissionsModule"
 +
 +    ; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
 +    ; any item, etc.  This may not yet be implemented uniformally.
 +    ; If set to true, then all permissions checks are carried out
 +    ; Default is false
 +    serverside_object_permissions = true
 +
 +    allow_grid_gods = false
 +
 +    ; This allows somne control over permissions
 +    ; please note that this still doesn't duplicate SL, and is not intended to
 +    ;region_owner_is_god = true
 +    ;parcel_owner_is_god = true
 +
 +    ; Control user types that are allowed to create new scripts
 +    ; Only enforced if serviceside_object_permissions is true
 +    ;   
 +    ; Current possible values are 
 +    ;     all - anyone can create scripts (subject to normal permissions)
 +    ;     gods - only administrators can create scripts (as long as allow_grid_gods is true)
 +    ; Default value is all 
 +    ; allowed_script_creators = all
 +
 +    ; Control user types that are allowed to edit (save) scripts
 +    ; Only enforced if serviceside_object_permissions is true
 +    ;   
 +    ; Current possible values are 
 +    ;     all - anyone can edit scripts (subject to normal permissions)
 +    ;     gods - only administrators can edit scripts (as long as allow_grid_gods is true)
 +    ; Default value is all 
 +    ; allowed_script_editors = all
 +
 +    ; ##
 +    ; ## SCRIPT ENGINE
 +    ; ##
 +
 +    ;DefaultScriptEngine = "ScriptEngine.DotNetEngine"
 +    DefaultScriptEngine = "XEngine"
 +
 +    ; ##
 +    ; ## WORLD MAP
 +    ; ##
 +
 +    WorldMapModule = "HGWorldMap"
 +    MapImageModule = "MapImageModule"
 +
 +    ; ##
 +    ; ## Customized Cache Implementation
 +    ; ##
 +    ;
 +    ; The AssetCache value allows the name of an alternative caching
 +    ; implementation to be specified. This can normally be omitted.
 +    ; This value corresponds to the provider value associated with the
 +    ; intended cache implementation plugin.
 +    ; See also: asset_database
 +
 +    AssetCache = "OpenSim.Framework.Communications.Cache.AssetCache"
 +
 +    ; ##
 +    ; ## EMAIL MODULE
 +    ; ##
 +
 +    ;emailmodule = DefaultEmailModule
 +
 +[SMTP]
 +    enabled=false
 +
 +    ;internal_object_host=lsl.opensim.local
 +    host_domain_header_from=
 +    SMTP_SERVER_HOSTNAME=
 +    SMTP_SERVER_PORT=25
 +    SMTP_SERVER_LOGIN=
 +    SMTP_SERVER_PASSWORD=
 +
 +[Communications]
 +
 +;InterregionComms = "LocalComms"
 +InterregionComms = "RESTComms"
 +
 +[StandAlone]
 +    accounts_authenticate = true
 +    welcome_message = "Willkommen bei OpenSIM !"
 +
 +    ; Asset database provider
 +    ; asset_plugin = "OpenSim.Data.SQLite.dll"
 +    asset_plugin = "OpenSim.Data.MySQL.dll" ; for mysql
 +    ; asset_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
 +
 +    ; the Asset DB source.  This only works for sqlite, mysql, and nhibernate for now
 +    ; Asset Source SQLite example
 +    ; asset_source = "URI=file:Asset.db,version=3"
 +    ; Asset Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
 +    ; asset_source = "SQLiteDialect;SqliteClientDriver;URI=file:Asset.db,version=3"
 +    ; Asset Source MySQL example
 +    asset_source = "Data Source=localhost;Database=opensim;User ID=opensimuser;Password=opensimpassword;"
 +
 +    ; Inventory database provider
 +    ; inventory_plugin = "OpenSim.Data.SQLite.dll"
 +    inventory_plugin = "OpenSim.Data.MySQL.dll"
 +    ; inventory_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
 +
 +    ; Inventory Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
 +    ; inventory_source = "SQLiteDialect;SqliteClientDriver;URI=file:Inventory.db,version=3"
 +    ; Inventory Source MySQL example
 +    inventory_source = "Data Source=localhost;Database=opensim;User ID=opensimuser;Password=opensimpassword;"
 +
 +    ; User Data Database provider
 +    ;
 +    ; Multiple providers can be specified by separating them with commas (whitespace is unimportant)
 +    ; If multiple providers are specified then if a profile is requested, each is queried until one
 +    ; provides a valid profile, or until all providers have been queried.
 +    ; Unfortunately the order of querying is currently undefined (it may not be the order in which
 +    ; providers are specified here).  This needs to be fixed
 +    ;
 +    ; userDatabase_plugin = "OpenSim.Data.SQLite.dll"
 +    userDatabase_plugin = "OpenSim.Data.MySQL.dll"
 +    ; userDatabase_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
 +
 +    ; User Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING)
 +    ; user_source = "SQLiteDialect;SqliteClientDriver;URI=file:User.db,version=3"
 +    ; User Source MySQL example
 +    user_source = "Data Source=localhost;Database=opensim;User ID=opensimuser;Password=opensimpassword;"
 +
 +    ; Specifies the location and filename of the default inventory library control file.  The path can be relative or absolute
 +    ; Default is ./inventory/Libraries.xml
 +    ;LibrariesXMLFile="./inventory/Libraries.xml"
 +    
 +    ; Specifies the location and filename of the inventory library assets control file.  The path can be relative or absolute
 +    ; Setting is optional. Default is ./assets/AssetSets.xml
 +    ;AssetSetsXMLFile="./assets/AssetSets.xml"
 +
 +    dump_assets_to_file = false
 +
 +[Network]
 +    http_listener_port = 9000
 +    remoting_listener_port = 8895
 +    default_location_x = 1000
 +    default_location_y = 1000
 +
 +    ; ssl config: Experimental!  The auto https config only really works definately on windows XP now
 +    ; you need a Cert Request/Signed pair installed in the MY store with the CN specified below
 +    ; you can use https on other platforms, but you'll need to configure the httpapi yourself for now
 +    http_listener_ssl = false ; Also create a SSL server
 +    http_listener_cn = "localhost" ; Use the cert with the common name
 +    http_listener_sslport = 9001 ; Use this port for SSL connections
 +    http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer
 +
 +    ; Uncomment below to enable llRemoteData/remote channels
 +    ; remoteDataPort = 20800
 +
 +    grid_server_url = "http://opensim.yourdomain.com:9000"
 +    grid_send_key = "null"
 +    grid_recv_key = "null"
 +
 +    user_server_url = "http://opensim.yourdomain.com:9000"
 +    user_send_key = "null"
 +    user_recv_key = "null"
 +
 +    asset_server_url = "http://opensim.yourdomain.com:9000"
 +
 +    inventory_server_url = "http://opensim.yourdomain.com:9000"
 +
 +    ; The MessagingServer is a companion of the UserServer. It uses
 +    ; user_send_key and user_recv_key, too
 +    messaging_server_url = "http://opensim.yourdomain.com:9000"
 +
 +[ClientStack.LindenUDP]
 +    ; This is the multiplier applied to all client throttles for outgoing UDP network data
 +    ; If it is set to 1, then we obey the throttle settings as given to us by the client.  If it is set to 3, for example, then we 
 +    ; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we
 +    ; will actually push down data at a maximum rate of 750 kilobits per second).
 +    ; 
 +    ; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster
 +    ; than its UI allows the setting to go.  This may be okay in some situations, such as standalone OpenSim
 +    ; applications on a LAN.  However, the greater the multipler, the higher the risk of packet drop, resulting
 +    ; in symptoms such as missing terrain or objects.  A much better solution is to change the client UI to allow
 +    ; higher network bandwidth settings directly, though this isn't always possible.
 +    ;
 +    ; Currently this setting is 2 by default because we currently send much more texture data than is strictly
 +    ; necessary.  A setting of 1 could result in slow texture transfer.  This will be fixed when the transfer
 +    ; of textures at different levels of quality is improved.
 +    ; 
 +    ; Pre r7113, this setting was not exposed but was effectively 8.  You may want to try this if you encounter
 +    ; unexpected difficulties
 +    client_throttle_multiplier = 2;
 +
 +[Chat]
 +    ; Controls whether the chat module is enabled.  Default is true.
 +    enabled = true;
 +
 +    ; Distance in meters that whispers should travel.  Default is 10m
 +    whisper_distance = 10
 +
 +    ; Distance in meters that ordinary chat should travel.  Default is 30m
 +    say_distance = 30
 +
 +    ; Distance in meters that shouts should travel.  Default is 100m
 +    shout_distance = 100
 +
 +[Messaging]
 +    ; Control which region module is used for instant messaging.
 +    ; Default is InstantMessageModule (this is the name of the core IM module as well as the setting)
 +    InstantMessageModule = InstantMessageModule
 +
 +[ODEPhysicsSettings]
 +    ;##
 +    ;## World Settings
 +    ;##
 +
 +    ;Gravity.  Feel like falling up?  change world_gravityz to 9.8 instead of -9.8.  m/s
 +    world_gravityx = 0
 +    world_gravityy = 0
 +    world_gravityz = -9.8
 +
 +    ; World Step size. (warning these are dangerous.  Changing these will probably cause your scene to explode dramatically)
 +    ; reference: fps = (0.09375/ODE_STEPSIZE) * 1000;
 +    world_stepsize = 0.020
 +    world_internal_steps_without_collisions = 10
 +
 +    ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
 +    world_hashspace_size_low = -4
 +    world_hashSpace_size_high = 128
 +
 +    ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
 +    meters_in_small_space = 29.9
 +    small_hashspace_size_low = -4
 +    small_hashspace_size_high = 66
 +
 +    ; ##
 +    ; ## Contact properties. (the stuff that happens when things come in contact with each other)
 +    ; ##
 +
 +    ; surface layer around geometries other geometries can sink into before generating a contact
 +    world_contact_surface_layer = 0.001
 +
 +    ; Filtering Collisions helps keep things stable physics wise, but sometimes 
 +    ; it can be over zealous.  If you notice bouncing, chances are it's being just
 +    ; that
 +    filter_collisions = false
 +
 +    ; Non Moving Terrain Contact (avatar isn't moving)
 +    nm_terraincontact_friction = 255.0
 +    nm_terraincontact_bounce = 0.1
 +    nm_terraincontact_erp = 0.1025
 +
 +    ; Moving Terrain Contact (avatar is moving)
 +    m_terraincontact_friction = 75.0
 +    m_terraincontact_bounce = 0.05
 +    m_terrainContact_erp = 0.05025
 +
 +    ; Moving Avatar to object Contact
 +    m_avatarobjectcontact_friction = 75.0
 +    m_avatarobjectcontact_bounce = 0.1
 +
 +    ; Object to Object Contact and Non-Moving Avatar to object
 +    objectcontact_friction = 250.0
 +    objectcontact_bounce = 0.2
 +
 +    ; ##
 +    ; ## Avatar Control
 +    ; ##
 +
 +    ; PID Controller Settings. These affect the math that causes the avatar to reach the
 +    ; desired velocity
 +    ; See http://en.wikipedia.org/wiki/PID_controller
 +
 +    av_pid_derivative_linux = 2200.0
 +    av_pid_proportional_linux = 900.0;
 +
 +    av_pid_derivative_win = 2200.0
 +    av_pid_proportional_win = 900.0;
 +
 +    ;girth of the avatar.  Adds radius to the height also
 +    av_capsule_radius = 0.37
 +
 +    ; Max force permissible to use to keep the avatar standing up straight
 +    av_capsule_standup_tensor_win = 550000
 +    av_capsule_standup_tensor_linux = 550000
 +
 +    ; used to calculate mass of avatar.
 +    ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
 +    ; av_density * AVvolume;
 +
 +    av_density = 80
 +
 +    ; use this value to cut 52% of the height the sim gives us
 +    av_height_fudge_factor = 0.52
 +
 +    ; Movement.  Smaller is faster.
 +
 +    ; speed of movement with Always Run off
 +    av_movement_divisor_walk = 1.3
 +
 +    ; speed of movement with Always Run on
 +    av_movement_divisor_run = 0.8
 +
 +    ; ##
 +    ; ## Object options
 +    ; ##
 +
 +    ; used in the mass calculation.
 +    geometry_default_density = 10.000006836
 +
 +    ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
 +    body_frames_auto_disable = 20
 +
 +    ; used to control llMove2Target
 +    body_pid_derivative = 35
 +    body_pid_gain = 25
 +
 +    ; amount of time a geom/body will try to cross a region border before it gets disabled
 +    geom_crossing_faiures_before_outofbounds = 5
 +
 +    ; start throttling the object updates if object comes in contact with 3 or more other objects
 +    geom_contactpoints_start_throttling = 3
 +
 +    ; send 1 update for every x updates below when throttled
 +    geom_updates_before_throttled_update = 15
 +
 +    ; Used for llSetStatus.  How rigid the object rotation is held on the axis specified
 +    body_motor_joint_maxforce_tensor_linux = 5
 +    body_motor_joint_maxforce_tensor_win = 5
 +
 +    ; ##
 +    ; ## Sculpted Prim settings
 +    ; ##
 +
 +    ; Do we want to mesh sculpted prim to collide like they look?
 +    mesh_sculpted_prim = true
 +
 +    ; number^2 non-physical level of detail of the sculpt texture.  32x32 - 1024 verticies
 +    mesh_lod = 32
 +
 +    ; number^2 physical level of detail of the sculpt texture.  16x16 - 256 verticies
 +    mesh_physical_lod = 16
 +
 +    ; ##
 +    ; ## Physics logging settings - logfiles are saved to *.DIF files
 +    ; ##
 +
 +    ;physics_logging = true
 +    ;; every n simulation iterations, the physics snapshot file is updated
 +    ;physics_logging_interval = 50
 +    ;; append to existing physics logfile, or overwrite existing logfiles?
 +    ;physics_logging_append_existing_logfile = true
 +
 +    ; ##
 +    ; ## Joint support
 +    ; ##
 +
 +    ; if you would like physics joints to be enabled through a special naming convention in the client, set this to true. (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
 +    use_NINJA_physics_joints = true
 +
 +[RemoteAdmin]
 +    enabled = false
 +    access_password = unknown
 +
 +    ; the create_region XmlRpc call uses region_file_template to generate
 +    ; the file name of newly create regions (if they are created
 +    ; persistent). the parameter available are:
 +    ;     {0} - X location
 +    ;     {1} - Y location
 +    ;     {2} - region UUID
 +    ;     {3} - region port
 +    ;     {4} - region name with " ", ":", "/" mapped to  "_"
 +
 +    region_file_template = "{0}x{1}-{2}.xml"
 +
 +    ; we can limit the number of regions that XmlRpcCreateRegion will
 +    ;allow by setting this to a positive, non-0 number: as long as the
 +    ;number of regions is below region_limits, XmlRpcCreateRegion will
 +    ;succeed. setting region_limit to 0 disables the check.
 +    ;region_limit = 0
 +
 +    enabled_methods = all
 +    ; enable only those methods you deem to be appropriate using a | delimited whitelist
 +    ; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml    
 +    ; if this parameter is not specified but enabled = true, all methods will be available
 +   
 +[RestPlugins]
 +    ; Change this to true to enable REST Plugins. This must be true if you wish to use
 +    ; REST Region or REST Asset and Inventory Plugins
 +    enabled = false
 +    god_key = password
 +    prefix = /admin
 +
 +[RestRegionPlugin]
 +    ; Change this to true to enable the REST Region Plugin
 +    enabled = false
 +
 +[RestHandler]
 +  ; Change this to true to enable the REST Asset and Inventory Plugin
 +  enabled = false
 +  authenticate=true
 +  secured=true
 +  extended-escape=true
 +  realm=OpenSim REST
 +  dump-asset=false
 +  path-fill=true
 +  dump-line-size=32
 +  flush-on-error=true
 +
 +; Uncomment the following for IRC bridge
 +; experimental, so if it breaks... keep both parts... yada yada
 +; also, not good error detection when it fails
 +;[IRC]
 +    ;enabled = true ; you need to set this otherwise it won't connect
 +    ;server  = name.of.irc.server.on.the.net
 +    ;; user password - only use this if the server requires one
 +    ;password = mypass
 +    ;nick    = OpenSimBotNameProbablyMakeThisShorter
 +    ;channel = #the_irc_channel_you_want_to_connect_to
 +    ;port = 6667
 +    ;; channel to listen for configuration commands
 +    ;commands_enabled = false
 +    ;command_channel = 2777
 +    ;report_clients = true
 +    ;; relay private chat connections
 +    ;; relay_private_channels = true: will relay IRC chat from/to private in-world channels
 +    ;; relay_private_channel_out -- channel to send messages out to the IRC bridge
 +    ;; relay_private_channel_in -- channel to receive message from the IRC bridge
 +    ;; relay_chat = false: IRC bridge will not relay normal chat
 +    ;; access_password -- simple security device
 +    ;;
 +    ;; so, to just relay chat from an IRC channel to in-world region and vice versa:
 +    ;;
 +    ;;     relay_private_channels = false
 +    ;;     relay_chat = true
 +    ;;
 +    ;; to relay chat only to/from private in-world channels:
 +    ;;
 +    ;;     relay_chat = false
 +    ;;     relay_private_channels = true
 +    ;;     relay_private_channel_in = 2226
 +    ;;     relay_private_channel_out = 2225
 +    ;;
 +    ;; in this example, all chat coming in from IRC will be send out via
 +    ;; in-world channel 2226, and all chat from in-world channel 2225 will
 +    ;; be relayed to the IRC channel.
 +    ;;
 +    ;relay_private_channels = false
 +    ;relay_private_channel_in = 2226
 +    ;relay_private_channel_out = 2225
 +    ;relay_chat = true
 +    ;access_password = foobar
 +
 +    ;fallback_region = name of "default" region
 +    ;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
 +    ; must start with "PRIVMSG {0} : " or irc server will get upset
 +    ;for <bot>:<user in region> :<message>
 +    ;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
 +    ;for <bot>:<message> - <user of region> :
 +    msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
 +    ;for <bot>:<message> - from <user> :
 +    ;msgformat = "PRIVMSG {0} : {3} - from {1}"
 +
 +;[CMS]
 +    ;enabled = true
 +    ;channel = 345
 +
 +[Voice]
 +    ; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs
 +    enabled = false
 +    ; This is not supported by the SLViewer right now and
 +    ; hardcoded within the SL Viewer. Maybe it will be
 +    ; changed in future. :-)
 +    account_management_server = https://www.bhr.vivox.com/api2
 +    ; Global SIP Server for conference calls
 +    sip_domain = testserver.com
 +
 +[AsteriskVoice]
 +    ; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs
 +    enabled = false
 +    ; SIP account server domain
 +    sip_domain = testserver.com
 +    ; SIP conf server domain
 +    conf_domain = testserver.com
 +    ; URL of the asterisk opensim frontend
 +    asterisk_frontend = http://testserver.com:49153/
 +    ; password for the asterisk frontend XmlRpc calls
 +    asterisk_password = bah-humbug
 +    ; timeout for XmlRpc calls to asterisk front end (in ms)
 +    asterisk_timeout = 3000
 +    ; salt for asterisk nonces
 +    asterisk_salt = paluempalum
 +
 +; Uncomment the following to control the progression of daytime
 +; in the Sim.  The defaults are what is shown below
 +[Sun]
 +    ; number of wall clock hours for an opensim day.  24.0 would mean realtime
 +    ;day_length = 24
 +    ; Year length in days
 +    ;year_length = 365
 +    ; Day to Night Ratio
 +    ;day_night_offset = 1
 +    ; send a Sun update every update_interval # of frames.  A lower number will
 +    ; make for smoother sun transition at the cost of network
 +    ;update_interval = 100
 +
 +[ScriptEngine.DotNetEngine]
 +    Enabled = false
 +
 +    ScriptDelayFactor = 1.0
 +    ScriptDistanceLimitFactor = 1.0
 +
 +    ; These settings are specific to DotNetEngine script engine
 +    ; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file.
 +    ;
 +
 +    ; When a script receives an event the event is queued.
 +    ; Any free thread will start executing this event. One script can only have one event executed simultaneously.
 +    ; If you have only one thread, and one script has a loop or does a lot of work, then no other scripts can run at the same time.
 +    ; Same if you have 10 threads, then only 10 scripts can be run simultaneously.
 +    ; But because most scripts exit after their task, the threads are free to go on to the next script.
 +
 +    ; Refresh ScriptEngine config options (these settings) every xx seconds
 +    ; 0 = Do not refresh
 +    ; Set it to number of seconds between refresh, for example 30.
 +    ; Will allow you to change ScriptEngine settings while server is running just by using "CONFIG SET" on console
 +    ; For example to increase or decrease number of threads: CONFIG SET NumberOfScriptThreads 10
 +    ; NOTE! Disabled for now. Feature does not work.
 +    RefreshConfig=0
 +
 +    ; Number of threads to use for script event execution
 +    ; Threads are shared across all regions
 +    NumberOfScriptThreads=2
 +
 +    ; Script event execution thread priority inside application.
 +    ; Valid values: Lowest, BelowNormal, Normal, AboveNormal, Highest
 +    ScriptThreadPriority=BelowNormal
 +
 +    ; How long MAX should a script event be allowed to run (per event execution)?
 +    ; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function
 +    ; There is also a small speed penalty for every kill that is made
 +    MaxEventExecutionTimeMs=5000
 +
 +    ; Should we enable the max script event execution thread to look for scripts that exceed their timeslice?
 +    EnforceMaxEventExecutionTime=true
 +
 +    ; Should we stop the script completely when time exceeds?
 +    ; This is useful if you have a high <MaxEventExecutionTimeMs> and want to deactivate scripts that go wrong
 +    ; Note that for example physics engine can slow down the system and make scripts spend more time
 +    DeactivateScriptOnTimeout=false
 +
 +    ; If no scripts have executed in this pass how long should we sleep before checking again
 +    ; Impact:
 +    ; Too low and you will waste lots of CPU
 +    ; Too high and people touching object or similar will have to wait up to this amount of time before script responding
 +    SleepTimeIfNoScriptExecutionMs=50
 +
 +    ; AppDomains are used for two things:
 +    ; * Security: Scripts inside AppDomains are limited in permissions.
 +    ; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded.
 +    ; AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims).
 +    ; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
 +    ScriptsPerAppDomain=1
 +
 +    ; MaintenanceLoop
 +    ; How often to run maintenance loop
 +    ; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time
 +    MaintenanceLoopms=50
 +
 +    ; How many maintenanceloops between each of these.
 +    ; (if 2 then function will be executed every MaintenanceLoopms*2 ms)
 +    ; Script loading/unloading
 +
 +    ; How long load/unload thread should sleep if there is nothing to do
 +    ; Higher value makes it respond slower when scripts are added/removed from prims
 +    ; But once active it will process all in queue before sleeping again
 +    MaintenanceLoopTicks_ScriptLoadUnload=1
 +
 +    ; Other tasks
 +    ; check if we need to reload config, adjust running config and enforce max execution time
 +    MaintenanceLoopTicks_Other=10
 +
 +    ; Allow the use of os* functions (some are dangerous)
 +    ; Default is false
 +    AllowOSFunctions = true
 +
 +    ; Threat level to allow if os functions are enabled
 +    ; One of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
 +    ; Default is VeryLow
 +    OSFunctionThreatLevel = VeryLow
 +
 +    ; Maximum number of items in load/unload queue before we start rejecting loads
 +    ; Note that we will only be rejecting load. Unloads will still be able to queue.
 +    LoadUnloadMaxQueueSize=100
 +
 +    ; Maximum number of (LSL) events that can be queued before new events are ignored.
 +    EventExecutionMaxQueueSize=300
 +
 +    ; Async LL command sleep
 +    ; If no async LL commands are waiting, how long should thread sleep before checking again
 +    ; Async LL commands are LSL-commands that causes an event to be fired back with result
 +    AsyncLLCommandLoopms=50
 +
 +    ; When script is converted from LSL to C#, or just plain compiled, a copy of the script source will be put in the ScriptEngine folder
 +    WriteScriptSourceToDebugFile=true
 +
 +    ; Specify default script compiler
 +    ; If you do not specify //cs, //vb, //js or //lsl tag as the first characters of your script then the default compiler will be chosen
 +    ; Valid languages are: lsl, cs, js and vb
 +    DefaultCompileLanguage=lsl
 +
 +    ; Specify what compilers are allowed to be used
 +    ; Note vb only works on Windows for now (Mono lacks VB compile support)
 +    ; Valid languages are: lsl, cs, js and vb
 +    ; AllowedCompilers=lsl,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 scripts with debugging
 +    ; Probably a thousand times slower, but gives you a line number when something goes wrong.
 +    CompileWithDebugInformation=true
 +
 +    ; Remove old scripts on next startup
 +    CleanUpOldScriptsOnStartup=true
 +
 +[LL-Functions]
 +    ; Set the following to true to allow administrator owned scripts to execute console commands
 +    AllowosConsoleCommand=false
 +
 +    AllowGodFunctions = false
 +
 +    ; Maximum number of llListen events we allow per script
 +    ; Set this to 0 to have no limit imposed.
 +    max_listens_per_script = 64
 +
 +[DataSnapshot]
 +    ; The following set of configs pertains to search.
 +    ; Set index_sims to true to enable search engines to index your searchable data
 +    ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
 +    index_sims = true
 +    ; The variable data_exposure controls what the regions expose:
 +    ;    minimum: exposes only things explicitly marked for search
 +    ;    all: exposes everything
 +    data_exposure = minimum
 +    ; If search is on, change this to your grid name; will be ignored for standalones
 +    gridname = "M34-Sim1"
 +    ; 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"
 +    ; 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"
 +
 +[Economy]
 +    ; These economy values get used in the BetaGridLikeMoneyModule.  - This module is for demonstration only -
 +    ; In grid mode, use this currency XMLRPC server.  Leave blank for normal functionality
 +    CurrencyServer = ""
 +    ; "http://192.168.1.127/currency.php"
 +
 +    ; In grid mode, this is the land XMLRPC server. Leave blank for normal functionality
 +    LandServer = ""
 +    ;"http://192.168.1.127/landtool.php"
 +
 +    ; 45000 is the highest value that the sim could possibly report because of protocol constraints
 +    ObjectCapacity = 45000
 +
 +    ; Money Unit fee to upload textures, animations etc
 +    PriceUpload = 0
 +
 +    ; Money Unit fee to create groups
 +    PriceGroupCreate = 0
 +
 +    ; This is the account Money goes to for fees.  Remember, economy requires that money circulates somewhere... even if it's an upload fee
 +    EconomyBaseAccount = 00000000-0000-0000-0000-000000000000
 +
 +    ; This is the type of user that will pay fees.
 +    ; Set this to 2 for users, estate managers and Estate Owners
 +    ; Set this to 1 for Users and Estate Managers
 +    ; Set this to 0 for Users only.
 +    ; -1 disables
 +    UserLevelPaysFees = -1
 +
 +    ; Amount to give to user as a stipend
 +    UserStipend = 1000
 +
 +    ; When a user gets low on money units and logs off, then logs back on, issue a new stipend if they have less money units then this
 +    ; amount. Be aware that the account money isn't stored anywhere so users will get a stipend if you restart the simulator
 +    IssueStipendWhenClientIsBelowAmount = 10
 +
 +    ; If this is true, the simulator will remember account balances until the simulator is shutdown or restarted.
 +    KeepMoneyAcrossLogins = true
 +
 +    ; We don't really know what the rest of these values do.  These get sent to the client
 +    ; These taken from Agni at a Public Telehub.  Change at your own risk.
 +    ObjectCount = 0
 +    PriceEnergyUnit = 100
 +    PriceObjectClaim = 10
 +    PricePublicObjectDecay = 4
 +    PricePublicObjectDelete = 4
 +    PriceParcelClaim = 1
 +    PriceParcelClaimFactor = 1
 +
 +    PriceRentLight = 5
 +    TeleportMinPrice = 2
 +    TeleportPriceExponent = 2
 +    EnergyEfficiency = 1
 +    PriceObjectRent = 1
 +    PriceObjectScaleFactor = 10
 +    PriceParcelRent = 1
 +
 +[SVN]
 +    Enabled = false
 +    Directory = SVNmodule\repo
 +    URL = "svn://your.repo.here/"
 +    Username = "user"
 +    Password = "password"
 +    ImportOnStartup = false
 +    Autosave = false
 +    AutoSavePeriod = 15 ; Number of minutes between autosave backups
 +
 +[XEngine]
 +    ; Enable this engine in this OpenSim instance
 +    Enabled = true
 +    ; How many threads to keep alive even if nothing is happening
 +    MinThreads = 2
 +    ; How many threads to start at maximum load
 +    MaxThreads = 1000
 +    ; Time a thread must be idle (in seconds) before it dies
 +    IdleTimeout = 60
 +    ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
 +    Priority = "Normal"
 +    ; Maximum number of events to queue for a script (excluding timers)
 +    MaxScriptEventQueue = 300
 +    ; Stack size per thread created
 +    ThreadStackSize = 262144
 +    ; Rate to poll for asynchronous command replies (ms)
 +    AsyncLLCommandLoopms = 50
 +    ; Save the source of all compiled scripts
 +    WriteScriptSourceToDebugFile = true
 +    ; Default language for scripts
 +    DefaultCompileLanguage = lsl
 +    ; List of allowed languages (lsl,vb,js,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 use of os* functions (some are dangerous)
 +    AllowOSFunctions = true
 +    ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
 +    OSFunctionThreatLevel = Moderate
 +    ; Interval (s) between background save of script states
 +    SaveInterval = 120
 +    ; Interval (s) between maintenance runs (0 = disable)
 +    MaintenanceInterval = 10
 +    ; Time a script can spend in an event handler before it is interrupted
 +    EventLimit = 30
 +    ; If a script overruns it's event limit, kill the script?
 +    KillTimedOutScripts = false
 +    ; Sets the multiplier for the scripting delays
 +    ScriptDelayFactor = 1.0
 +    ; The factor the 10 m distances llimits are multiplied by
 +    ScriptDistanceLimitFactor = 1.0
 +
 +    ; OS Functions enable/disable
 +    ; For each function, you can add one line, as shown
 +    ; The default for all functions allows them if below threat level
 +
 +    ; true allows the use of the function unconditionally
 +    ; Allow_osSetRegionWaterHeight = true
 +
 +    ; false disables the function completely
 +    ; Allow_osSetRegionWaterHeight = false
 +
 +    ; Comma separated list of UUIDS allows the function for that list of UUIDS
 +    ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
 +
 +    ; Allow for llCreateLink and llBreakLink to work without asking for permission 
 +    ; only enable this in a trusted environment otherwise you may be subject to hijacking
 +    ; AutomaticLinkPermission = false
 +
 +[GridInfo]
 +    ; These settings are used to return information on a get_grid_info call.
 +    ; Client launcher scripts and third-party clients make use of this to
 +    ; autoconfigure the client and to provide a nice user experience. If you
 +    ; want to facilitate that, you should configure the settings here according
 +    ; to your grid or standalone setup.
 +    ;
 +    ; See http://opensimulator.org/wiki/GridInfo
 +
 +    ; login uri: for grid this is the user server URI
 +    login = http://127.0.0.1:9000/
 +
 +    ; long grid name: the long name of your grid
 +    gridname = "Free and open world of OpenSIM"
 +
 +    ; short grid name: the short name of your grid
 +    gridnick = "OpenSIM-Grid"
 +
 +    ; login page: optional: if it exists it will be used to tell the client to use
 +    ; this as splash page
 +    welcome = http://127.0.0.1/welcome
 +
 +    ; helper uri: optional: if it exists if will be used to tell the client to use
 +    ; this for all economy related things
 +    economy = http://127.0.0.1:9000/
 +
 +    ; web page of grid: optional: page providing further information about your grid
 +    about = http://127.0.0.1/about/
 +
 +    ; account creation: optional: page providing further information about obtaining
 +    ; a user account on your grid
 +    register = http://127.0.0.1/register
 +
 +    ; help: optional: page providing further assistance for users of your grid
 +    help = http://127.0.0.1/help
 +
 +    ; password help: optional: page providing password assistance for users of your grid
 +    password = http://127.0.0.1/password
 +
 +    ;These are the settings for the Open Grid Protocol..  the Agent Domain, Region Domain,   you know..
 +
 +[OpenGridProtocol]
 +    ;On/true or Off/false
 +    ogp_enabled=false
 +
 +    ;Name Prefix/suffix when using OGP
 +    ogp_firstname_prefix=""
 +    ogp_lastname_suffix="_EXTERNAL"
 +
 +[Concierge]
 +    ; Enable concierge module
 +    ; Default is false
 +    enabled = false
 +
 +    ; name of the concierge
 +    whoami = "Concierge"
 +
 +    ; password for updating the welcome message templates via XmlRpc
 +    password = password
 +
 +    ; regex specifying for which regions concierge service is desired; if
 +    ; empty, then for all
 +    regions = "^MeetingSpace-"
 +
 +    ; for each region that matches the regions regexp you can provide
 +    ; (optionally) a welcome template using format substitution:
 +    ; {0} is replaced with the name of the avatar entering the region
 +    ; {1} is replaced with the name of the region
 +    ; {2} is replaced with the name of the concierge (whoami variable above)
 +
 +    welcomes = /path/to/welcome/template/directory
 +
 +    ; Concierge can send attendee lists to an event broker whenever an
 +    ; avatar enters or leaves a concierged region. the URL is subject
 +    ; to format substitution:
 +    ; {0} is replaced with the region's name
 +    ; {1} is replaced with the region's UUID
 +    broker = "http://broker.place.com/{1}"
 +
 +[Trees]
 +
 +    ; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying
 +    active_trees = false
 +
 +    ; Density of tree population
 +    tree_density = 1000.0
 +
 +[RegionReady]
 +    ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
 +    enabled = false
 +
 +    ; Channel on which to signal region readiness through a message
 +    ; formatted as follows: "{0|1},n,[oar error]"
 +    ; - the first number indicating whether the OAR file loaded ok (1 == ok, 0 == error)
 +    ; - the second number indicates how many scrips failed to compile
 +    ; - "oar error" if supplied, provides the error message from the OAR load
 +    channel_notify = -800
 +
 +[WebStats]
 + enabled = false
 +
 +[MRM]
 + Enabled = false ; Enables the Mini Region Modules Script Engine. WARNING: SECURITY RISK.
 +</code>
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