All pastes #1738696 Raw Edit

ini

public xml v1 · immutable
#1738696 ·published 2010-01-05 12:39 UTC
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[Startup]; emailmodule = DefaultEmailModule; 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 modegridmode = Truehypergrid = TrueEventQueue = true; ##; ## REGIONS; ##; Determine where OpenSimulator looks for the files which tell it which regions to server; Defaults to "filesystem" if this setting isn't presentregion_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 = trueTextureOnMapTile = True; ##; ## 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=root;Password=*****;";; turn on experimental storage of prim inventories in the region database; Prim inventory storage is now turned on by default; However, this option remains in case it needs to be disabled; More details of the current state of this can be found at;; http://opensimulator.org/wiki/OpenSim:Prim_Inventory_Persistence;; storage_prim_inventories = true; secure_inventory_server = true; 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 = "local"asset_database = "grid"; Should avatars in neighbor sims see objects in this sim?see_into_this_sim_from_neighbor = True; ##; ## PHYSICS; ##; 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 = ZeroMeshermeshing = Meshmerizer; Choose one of the physics engines below;physics = basicphysics;physics = POSphysics = OpenDynamicsEngine;physics = modified_BulletXstartup_console_commands_file = "startup_commands.txt";shutdown_console_commands_file = "shutdown_commands.txt";permissionmodules = "DefaultPermissionsModule"serverside_object_permissions = 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; To run a script every few minutes, set the script filename here; timer_Script = "filename"; ##; ## ScriptEngine; ##DefaultScriptEngine = "XEngine"; These are region modules loaded into each region to provide script support; Scripts may be everything from LSL or C# scripts put in prims to whole game systems that controls the whole grid.; You can load multiple modules by separating them with a coma.;; Example:;script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll,OpenSim.Region.ScriptEngine.RemoteServer.dll;; This is the current and most stable ScriptEngine:; script_engine = "OpenSim.Region.ScriptEngine.DotNetEngine.dll"; This is the new XEngine (experimental); script_engine = "OpenSim.Region.ScriptEngine.XEngine.dll";Experimental remote ScriptServer plugin (does not currently work):;script_engine = "OpenSim.Region.ScriptEngine.RemoteServer.dll"; ##; ## World Map; ##WorldMapModule = "WorldMap"WorldMapModule = "HGWorldMapModule"MapImageModule = "MapImageModule"[StandAlone]accounts_authenticate = Falsewelcome_message = "Benvenuto all Hyperblog - Cyberlandia Network Italiano 3D"; Asset database providerasset_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 and nhibernate for now; Asset Source SQLite Exampe; 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"; Inventory database providerinventory_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"; User Data Database provideruserDatabase_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"dump_assets_to_file = falseLibrariesXMLFile="./inventory/Libraries.xml"[Network]http_listener_port = 9000remoting_listener_port = 8895default_location_x = 7000default_location_y = 7000; secure_inventory_server = true; Uncomment below to enable llRemoteData/remote channels; remoteDataPort = 20800grid_server_url = "http://grid.cyberlandia.net:8001"; grid_send_key = "null"; grid_recv_key = "null"user_server_url = "http://grid.cyberlandia.net:8002"; user_send_key = "null"; user_recv_key = "null"asset_server_url = "http://grid.cyberlandia.net:8003"inventory_server_url = "http://grid.cyberlandia.net:8004"messaging_server_url = "http://grid.cyberlandia.net:8006"shard = "OpenSim"[Chat]enabled = truewhisper_distance = 10say_distance = 30shout_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    MessageTransferModule = MessageTransferModule    OfflineMessageModule = OfflineMessageModule    OfflineMessageURL = http://www.cyberlandia.net/offline.php    MuteListModule = MuteListModule    MuteListURL = http://www.cyberlandia.net/mute.php; [Messaging];    InstantMessageModule = PSInstantMessageModule        [Parallel Selves Message Bridge]    enabled = false    target_system_name = Cyberlandia    target_system_uri = http://grid.cyberlandia.net:8002    [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;[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 = true    ; 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        use_NINJA_physics_joints = true[RemoteAdmin]enabled = falseaccess_password = unknown[RestPlugins]enabled = falsepassword = unknownprefix = /admin[RestRegionPlugin]enabled = false; 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;nick    = OpenSimBotNameProbablyMakeThisShorter;channel = #the_irc_channel_you_want_to_connect_to;port = 6667;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}"[ScriptEngine.DotNetEngine];Enabled = False; 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 regionsNumberOfScriptThreads=2; Script event execution thread priority inside application.; Valid values: Lowest, BelowNormal, Normal, AboveNormal, HighestScriptThreadPriority=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 madeMaxEventExecutionTimeMs=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 timeDeactivateScriptOnTimeout=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 respondingSleepTimeIfNoScriptExecutionMs=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 timeMaintenanceLoopms=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 againMaintenanceLoopTicks_ScriptLoadUnload=1; Other tasks; check if we need to reload config, adjust running config and enforce max execution timeMaintenanceLoopTicks_Other=10; 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 resultAsyncLLCommandLoopms=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 folderWriteScriptSourceToDebugFile=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 vbDefaultCompileLanguage=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 vbAllowedCompilers=lsl,cs,js,vb; 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 startupCleanUpOldScriptsOnStartup=true[LL-Functions]; Set the following to true to allow administrator owned scripts to execute console commandsAllowosConsoleCommand=falseAllowGodFunctions = 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 configsindex_sims = False; If search is on, change this to your grid name; will be ignored for standalonesgridname = "Cyberlandia"; 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 moredefault_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.data_services="http://metaverseink.com/cgi-bin/register.py"[Search]SearchURL = http://grid.cyberlandia.net/query.php[Economy]SellEnabled = true; 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 functionalityCurrencyServer = "http://www.cyberlandia.net/currency.php"; "http://192.168.1.127/currency.php"; In grid mode, this is the land XMLRPC server. Leave blank for normal functionalityLandServer = "www.cyberlandia.net/landtool.php"; "http://grid.cyberlandia.net/landtool.php"; 45000 is the highest value that the sim could possibly report because of protocol constraintsObjectCapacity = 45000; Money Unit fee to upload textures, animations etcPriceUpload = 0; Money Unit fee to create groupsPriceGroupCreate = 0; This is the account Money goes to for fees.  Remember, economy requires that money circulates somewhere... even if it's an upload fee; 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 disablesUserLevelPaysFees = 1; Amount to give to user as a stipendUserStipend = 0; 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 simulatorIssueStipendWhenClientIsBelowAmount = 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 = 0PriceEnergyUnit = 100PriceObjectClaim = 10PricePublicObjectDecay = 4PricePublicObjectDelete = 4PriceParcelClaim = 1PriceParcelClaimFactor = 1PriceRentLight = 5TeleportMinPrice = 2TeleportPriceExponent = 2EnergyEfficiency = 1PriceObjectRent = 1PriceObjectScaleFactor = 10PriceParcelRent = 1[SVN]Enabled = falseDirectory = SVNmodule\repoURL = "svn://your.repo.here/"Username = "user"Password = "password"ImportOnStartup = falseAutosave = falseAutoSavePeriod = 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 = 20    ; Time a thread must be idle (in seconds) before it dies    IdleTimeout = 60    ; 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    ; Rate to poll for asynchronous command replies (ms)    AsyncLLCommandLoopms = 50    ; Save the source of all compiled scripts    WriteScriptSourceToDebugFile = false    ; Default language for scripts    DefaultCompileLanguage = lsl    ; List of allowed languages (lsl,vb,js,cs)    ; AllowedCompilers=lsl,cs.      ; *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 = Severe    ; 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    Allow_osGetSimulatorVersion = true	    ; 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-8ea4-8732fd3ee2bbAllow_osSetDynamicTextureURL = trueAllow_osTeleportAgent = true[SMTP]enabled = false; host_domain_header_from = grid.cyberlandia.net ; SMTP_SERVER_HOSTNAME = localhost; SMTP_SERVER_PORT = 25; SMTP_SERVER_LOGIN = <login for smtp server>; SMTP_SERVER_PASSWORD =  <password for smtp server>[OpenGridProtocol];On/true or Off/falseogp_enabled=false;Name Prefix/suffix when using OGPogp_firstname_prefix=""ogp_lastname_suffix="_Ospite"[Groups]    Enabled = true		; This is the current groups stub in Region.CoreModules.Avatar.Groups   ; Module  = Default	    ; The PHP code for the server is available from the Flotsam project for you to deploy 	; to your own server.  The Flotsam project is located at http://code.google.com/p/flotsam/    ;    Module  = XmlRpcGroups    XmlRpcServiceURL       = http://grid.cyberlandia.net/groups/xmlrpc.php    ; XmlRpcServiceReadKey = chiedi_a_carlos    ; XmlRpcServiceWriteKey = chiedi_a_carlos        XmlRpcServiceReadKey = 755Bbcyber    XmlRpcServiceWriteKey = 426Bbcyber	    XmlRpcMessagingEnabled = true    XmlRpcNoticesEnabled   = true		; This makes the XmlRpcGroups modules very chatty on the console.    ;XmlRpcDebugEnabled     = true    ; Disables HTTP Keep-Alive for Groups Module HTTP Requests, work around for    ; a problem discovered on some Windows based region servers.  Only disable    ; if you see a large number (dozens) of the following Exceptions:    ; System.Net.WebException: The request was aborted: The request was canceled.	;	; XmlRpcDisableKeepAlive = false		[Wind]    ; Enables the wind module.  Default is true    enabled = true    ; 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    ; 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[Cloud]    ; Enable this to generate classic particle clouds above the sim.    ; default is disabled - turn it on here    enabled = true    ; Density of cloud cover 0.0 to 1.0 Defult 0.5    density = 0.5    ; update interval for the cloud cover data returned by llCloud().      ; default is 1000    cloud_update_rate = 1000[Trees]    ; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying    ; default is false    active_trees = true    ; 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    ; default is false    enabled = false    ; Channel on which to signal region readiness through a message    ; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]"    ; - the first field indicating whether this is an initial server startup    ; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error)    ; - the third field is a number indicating how many scripts failed to compile    ; - "oar error" if supplied, provides the error message from the OAR load    channel_notify = -800[MRM]    ; Enables the Mini Region Modules Script Engine. WARNING: SECURITY RISK.    ; default is false    Enabled = false [Hypergrid]	; Keep it false for now. Making it true requires the use of a special client in order to access inventory	safemode = false[PacketPool]    ; Enables the experimental packet pool. Yes, we've been here before.    ;RecyclePackets = true;    ;RecycleDataBlocks = true;[LLClient]    ; Resend packets markes as reliable until they are received    ;ReliableIsImportant = false    ; Maximum number of times to resend packets marked reliable    ;MaxReliableResends = 3	; Configures how ObjectUpdates are compressed.	;TerseUpdatesPerPacket=10	;FullUpdatesPerPacket=14	;TerseUpdateRate=10	;FullUpdateRate=14    ;PacketMTU = 1400    [Architecture]	; Choose exactly one and only one of the architectures below.		;Include-Standalone    = "config-include/Standalone.ini"	;Include-HGStandalone = "config-include/StandaloneHypergrid.ini"	;Include-Grid         = "config-include/Grid.ini"	Include-Hypergrid    = "config-include/GridHypergrid.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[FreeSwitchVoice]enabled = true;FreeSwitch server is going to contact us and ask us all;sorts of things.freeswitch_server_user = freeswitchfreeswitch_server_pass = passwordfreeswitch_api_prefix = /api;The  IP address of your opensim voice regionfreeswitch_service_server = 91.121.207.31;the port your region is running onfreeswitch_service_port = 9000;your freewitch IP addressfreeswitch_realm = 91.121.207.31freeswitch_sip_proxy = 91.121.207.31:5060freeswitch_attempt_stun = falsefreeswitch_stun_server = 91.121.207.31freeswitch_echo_server = 91.121.207.31freeswitch_echo_port = 50505freeswitch_well_known_ip = 91.121.207.31freeswitch_default_timeout = 5000freeswitch_subscribe_retry = 120