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 Заголовок сообщения: HowTo: Файл OpenSim.ini
СообщениеДобавлено: Вт июл 01, 2008 4:38 pm 
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В архиве opensim_ru.zip, загруженном с этого сайта, файл настройки сервера - OpenSim.ini уже имеется со всеми необходимыми параметрами.
Если вы все же решили установить сервер другой сборки и хотите подключиться к сети OpenSim.ru, вам может понадобиться OpenSim.ini от OpenSim.ru:

Код:

[Startup]

gridmode = true

; ##
; ## REGIONS
; ##

region_info_source = "filesystem"
DrawPrimOnMapTile = true

; ##
; ## STORAGE
; ##

storage_plugin = "OpenSim.Data.SQLite.dll"
storage_connection_string="URI=file:OpenSim.db,version=3";

storage_prim_inventories = true

asset_database = "grid"

see_into_this_sim_from_neighbor = True

; ##
; ## PHYSICS
; ##

meshing = ZeroMesher
;meshing = Meshmerizer

; Choose one of the physics engines below
;physics = basicphysics
physics = POS
;physics = OpenDynamicsEngine
;physics = modified_BulletX

startup_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
; ##

; 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

;Experimental remote ScriptServer plugin (does not currently work):
;script_engine = OpenSim.Region.ScriptEngine.RemoteServer.dll


[StandAlone]
accounts_authenticate = true
welcome_message = "Welcome to 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 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 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"


; User Data Database provider
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"

default_location_x = 1000
default_location_y = 1000
dump_assets_to_file = false


[Network]
http_listener_port = 9000
remoting_listener_port = 8895

; Uncomment below to enable llRemoteData/remote channels
; remoteDataPort = 20800

grid_server_url = "http://grid.opensim.ru:8001"
grid_send_key = "null"
grid_recv_key = "null"

user_server_url = "http://user.opensim.ru:8002"
user_send_key = "null"
user_recv_key = "null"

asset_server_url = "http://asset.opensim.ru:8003"

inventory_server_url = "http://inventory.opensim.ru:8004"


[Chat]
whisper_distance = 10
say_distance = 30
shout_distance = 100


[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

; 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 = 3200.0
av_pid_proportional_linux = 1400.0

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 = 2000000

; 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 = 2
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

[RemoteAdmin]
enabled = false
access_password = unknown


[RestPlugins]
enabled = false
password = unknown
prefix = /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}"


[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 = 0.5

; send a Sun update ever frame_rate # of frames.  A lower number will
; make for smoother sun transition at the cost of network
;frame_rate = 100


[ScriptEngine.DotNetEngine]
;
; 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


; 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

; 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 = false
; If search is on, change this to your grid name; will be ignored for standalones
gridname = "OpenSim.ru GRID"
; 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.
;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



Обратите внимание на принципиальные параметры:

gridmode = true

asset_database = "grid"


grid_server_url = "http://grid.opensim.ru:8001"
grid_send_key = "null"
grid_recv_key = "null"

user_server_url = "http://user.opensim.ru:8002"
user_send_key = "null"
user_recv_key = "null"

asset_server_url = "http://asset.opensim.ru:8003"

inventory_server_url = "http://inventory.opensim.ru:8004"



В данном примере используется физика POS. Это простейшая физика, позволяющая предметам становится прочными и не пропускать сквозь себя аватаров. Если вы хотите настоящую физику (предметы падают и т.д.) установите параметр

physics = OpenDynamicsEngine


Вернуться к началу
 
 Заголовок сообщения: Re: HowTo: Файл OpenSim.ini
СообщениеДобавлено: Пт сен 26, 2008 11:59 pm 
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Здравствуйте, вопрос может не совсем в нужную тему, есть ли в конфиге строки отвечающие за сохранение рельефа? Что то никак не могу понять как его сохранять после выключения сервера.


Вернуться к началу
 
 Заголовок сообщения: Re: HowTo: Файл OpenSim.ini
СообщениеДобавлено: Сб сен 27, 2008 12:25 am 
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Зарегистрирован: Пн апр 07, 2008 4:39 pm
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Вобще-то он должен сам сохраняться (на моих симах сохраняется). Как вариант, можно в файле shutdown_commands прописать terrain save имя_файла, а в startup_commands соответственно terrain load ...


Вернуться к началу
 
 Заголовок сообщения: Re: HowTo: Файл OpenSim.ini
СообщениеДобавлено: Сб сен 27, 2008 11:08 am 
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Спасибо! попробую, а то у меня он сам сохранять не хочет. Вообще-то terrain save я делал и файл даже сохранялся, но обратно не загружался , говорит формат не тот, я сохранял в mysim.jpg, наверное надо другой попробовать...


Вернуться к началу
 
 Заголовок сообщения: Re: HowTo: Файл OpenSim.ini
СообщениеДобавлено: Чт июл 16, 2009 1:51 am 
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Внимание!

Формат файла OpenSim.ini изменился. Теперь он (OpenSim.ini) выглядит примерно так:

Код:
[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"

    ; Place to create a PID file
    ; PIDFile = "/tmp/my.pid"

    ; 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 = "http://proxy.com"
    ; 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 = true
   
    ; Set this to true if you want this OpenSimulator to run the Hypergrid functionality
    hypergrid = 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 = false

    ; 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

    ; How many prims to send to each avatar in the scene on each Update()
    ; MaxPrimsPerFrame = 200

    ; ##
    ; ## 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=opensim;Password=*****;";
    ; 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 = "grid"
    ;asset_plugin = OpenSim.Data.MySQL.dll

    ; 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 = true

    ; 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 = "WorldMap"
    ;MapImageModule = "MapImageModule"

    ; ##
    ; ## Scripting XMLRPC mapper
    ; ##

    ; If enabled, this will post an event, "xmlrpc_uri(string)" to the
    ; script concurrently with the first remote_data event.
    ; This will contain the fully qualified URI an external site needs
    ; to use to send XMLRPC requests to that script

    ;XmlRpcRouterModule = "XmlRpcRouterModule"

    ; ##
    ; ## EMAIL MODULE
    ; ##

    ;emailmodule = DefaultEmailModule

    ; ##
    ; ## ANIMATIONS
    ; ##

    ; If enabled, enableFlySlow will change the primary fly state to
    ; FLYSLOW, and the "always run" state will be the regular fly.

    enableflyslow = false
   
    ; PreJump is an additional animation state, but it probably
    ; won't look right until the physics engine supports it
    ; (i.e delays takeoff for a moment)

    ; This is commented so it will come on automatically once it's
    ; supported.

    ; enableprejump = true

    ; Simulator Stats URI
    ; Enable JSON simulator data by setting a URI name (case sensitive)
    ; Stats_URI = "jsonSimStats"


[SMTP]
    enabled=false

    ;enabled=true
    ;internal_object_host=lsl.opensim.local
    ;host_domain_header_from=127.0.0.1
    ;SMTP_SERVER_HOSTNAME=127.0.0.1
    ;SMTP_SERVER_PORT=25
    ;SMTP_SERVER_LOGIN=foo
    ;SMTP_SERVER_PASSWORD=bar


[Communications]
    ;InterregionComms = "LocalComms"
    InterregionComms = "RESTComms"


[StandAlone]
    accounts_authenticate = true
    welcome_message = "Welcome to OpenSimulator"

    ; 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 SQLite example
    inventory_source = "URI=file:inventoryStore.db,version=3"
    ; 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=opensim;Password=****;"

    ; 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 SQLite example
    user_source = "URI=file:userprofiles.db,version=3"
    ; 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=opensim;Password=****;"

    ; 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"
   
[Network]
    http_listener_port = 9000
    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://grid.opensim.ru:8001"
    grid_send_key = "null"
    grid_recv_key = "null"

    user_server_url = "http://user.opensim.ru:8002"
    user_send_key = "null"
    user_recv_key = "null"

    asset_server_url = "http://asset.opensim.ru:8003"

    inventory_server_url = "http://inventory.opensim.ru:8004"

    ; The MessagingServer is a companion of the UserServer. It uses
    ; user_send_key and user_recv_key, too
    messaging_server_url = "http://messaging.opensim.ru:8006"

    ; What is reported as the "X-Secondlife-Shard"
    ; Defaults to the user server url if not set
    ; The old default is "OpenSim", set here fro compatibility
    shard = "OpenSim"

    ; 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 server
    ;user_agent = "OpenSim LSL (Mozilla Compatible)"


[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;
   
    ; the client socket receive buffer size determines how many
    ; incoming requests we can process; the default on .NET is 8192
    ; which is about 2 4k-sized UDP datagrams. On mono this is
    ; whatever the underlying operating system has as default; for
    ; example, ubuntu 8.04 or SLES11 have about 111k, which is about
    ; 27 4k-sized UDP datagrams (on linux platforms you can [as root]
    ; do "sysctl net.core.rmem_default" to find out what your system
    ; uses a default socket receive buffer size.
    ;
    ; client_socket_rcvbuf_size allows you to specify the receive
    ; buffer size LLUDPServer should use. NOTE: this will be limited
    ; by the system's settings for the maximum client receive buffer
    ; size (on linux systems you can set that with "sysctl -w
    ; net.core.rmem_max=X")
    ;
    ; client_socket_rcvbuf_size = 8388608


[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
    ; MessageTransferModule = MessageTransferModule
    ; OfflineMessageModule = OfflineMessageModule
    ; OfflineMessageURL = http://yourserver/Offline.php
    ; MuteListModule = MuteListModule
    ; MuteListURL = http://yourserver/Mute.php


[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

    ; specifies if the capsule should be tilted (=true; old compatibility mode)
    ; or straight up-and-down (=false; better and more consistent physics behavior)
    av_capsule_tilted = true

    ; 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

    ; When the avatar flies, it will be moved up by this amount off the ground (in meters)
    minimum_ground_flight_offset = 3.0

    ; ##
    ; ## 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_failures_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
    ; ##

    ; default is false
    ;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)
    ; default is false
    ;use_NINJA_physics_joints = true
   
    ; ##
    ; ## additional meshing options
    ; ##
   
    ; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and
    ; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to
    ; true. Note that this will increase memory usage and region startup time. Default is false.
    ;force_simple_prim_meshing = true



[RemoteAdmin]
    enabled = false
    access_password = unknown

    ; 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

    ; 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


    ; 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.
    ; default is 0
    ;region_limit = 0

    ; 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
    enabled_methods = all
   

[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 = SECRET
    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
    ;user    = "USER OpenSimBot 8 * :I'm an OpenSim to IRC bot"
    ;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

; 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 = 4
    ; Year length in days
    ;year_length = 60
    ; Day to Night Ratio
    ;day_night_offset = 0.45
    ; 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


[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 = false

    ; 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 = false

    ; Density of tree population
    tree_density = 1000.0


[ScriptEngine.DotNetEngine]
    Enabled = false

    ScriptDelayFactor = 1.0
    ScriptDistanceLimitFactor = 1.0

    ; Maximum length of notecard line read
    ; Increasing this to large values potentially opens
    ; up the system to malicious scripters
    ; NotecardLineReadCharsMax = 255

    ;
    ; 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 = false

    ; 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
    ; currently unused
    ; 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=false

    ; 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
    ; currently unused
    ;CleanUpOldScriptsOnStartup=true


[LL-Functions]
    ; Set the following to true to allow administrator owned scripts to execute console commands
    ; currently unused
    ; 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
    ; default is false
    index_sims = false

    ; 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 = "OSGrid"

    ; 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 -

    ; Enables selling things for $0
    SellEnabled = "false"

    ; 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

    ; 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 = false

    ; How many threads to keep alive even if nothing is happening
    MinThreads = 2

    ; How many threads to start at maximum load
    MaxThreads = 100

    ; Time a thread must be idle (in seconds) before it dies
    IdleTimeout = 60

    ; 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)
    ; currently unused
    ;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,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 = false

    ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
    OSFunctionThreatLevel = VeryLow

    ; 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

    ; Maximum length of notecard line read
    ; Increasing this to large values potentially opens
    ; up the system to malicious scripters
    ; NotecardLineReadCharsMax = 255

    ; Sensor settings
    SensorMaxRange = 96.0
    SensorMaxResults = 16

    ; 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://user.opensim.ru:9000/

    ; long grid name: the long name of your grid
    gridname = "OpenSim.ru Grid"

    ; short grid name: the short name of your grid
    gridnick = "Opensim.ru"

    ; login page: optional: if it exists it will be used to tell the client to use
    ;                       this as splash page
    ; currently unused
    ;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
    ; currently unused
    ;economy = http://127.0.0.1:9000/

    ; web page of grid: optional: page providing further information about your grid
    ; currently unused
    ;about = http://127.0.0.1/about/

    ; account creation: optional: page providing further information about obtaining
    ;                             a user account on your grid
    ; currently unused
    ;register = http://127.0.0.1/register

    ; help: optional: page providing further assistance for users of your grid
    ; currently unused
    ;help = http://127.0.0.1/help

    ; password help: optional: page providing password assistance for users of your grid
    ; currently unused
    ;password = http://127.0.0.1/password


[OpenGridProtocol]
    ;These are the settings for the Open Grid Protocol..  the Agent Domain, Region Domain,   you know..
    ;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 = "jeeves"

    ; password for updating the welcome message templates via XmlRpc
    password = SECRET

    ; 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}"


[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

[FreeSwitchVoice]
    ; In order for this to work you need a functioning freeswitch pbx set
    ; up.  Configuration for that will be posted in the wiki soon.
    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     
    ; this is the IP of your sim     
    freeswitch_service_server = ip.address.of.your.sim
    ;freeswitch_service_port = 80     
    ; 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
    freeswitch_attempt_stun = false
    freeswitch_stun_server = ip.address.of.freeswitch.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_Hostname_Allowed

    freeswitch_default_timeout = 5000
    freeswitch_subscribe_retry = 120
    ; freeswitch_password_reset_url = 


[Groups]
    Enabled = false

    ; 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://yourxmlrpcserver.com/xmlrpc.php
    ;XmlRpcServiceReadKey = 1234
    ;XmlRpcServiceWriteKey = 1234

    ;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

[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
   
    ; TextureUpdateRate (mS) determines how many times per second
    ; texture send processing will occur. The default is 100mS.
    ;
    ;TextureRequestRate = 100

    ; TextureSendLimit determines how many different textures
    ; will be considered on each cycle. Textures are selected
    ; by priority. The old mechanism specified a value of 10 for
    ; this parameter.
    ;
    ;TextureSendLimit = 10

    ; TextureDataLimit determines how many packets will be sent for
    ; each of the selected textures. Default is 5.
    ;
    ;TextureDataLimit = 5

;;
;; These are defatuls that are overwritten below in [Architecture].
;; These defaults allow OpenSim to work out of the box with
;; zero configuration
;;
[DatabaseService]
    StorageProvider = "OpenSim.Data.SQLite.dll"

[AssetService]
    DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
    AssetLoaderArgs = "assets/AssetSets.xml"
    AssetServerURI = "http://asset.opensim.ru:8003"

[InventoryService]
    ;
    ; change this to your grid-wide asset server
    ;
    InventoryServerURI = "http://inventory.opensim.ru:8004"

[Modules]
    ;; Choose 0 or 1 cache modules, and the corresponding config file, if it exists.
    ;; Copy the config .example file into your own .ini file and change configs there
       
    ;AssetCaching = "FlotsamAssetCache"
    ;Include-FlotsamCache = "config-include/FlotsamCache.ini"

    ;AssetCaching = "CenomeMemoryAssetCache"
    ;Include-CenomeCache = "config-include/CenomeCache.ini"
   
    ;AssetCaching = "GlynnTuckerAssetCache"

    AssetServices = "RemoteAssetServicesConnector"
    InventoryServices = "RemoteInventoryServicesConnector"
    NeighbourServices = "RemoteNeighbourServicesConnector"
    NeighbourServiceInConnector = true
    LandServiceInConnector = true

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;; The following is the configuration section for the new style services
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[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-HGGrid       = "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



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 Заголовок сообщения: Использование настроек раздела [Economy]
СообщениеДобавлено: Чт июл 16, 2009 1:58 pm 
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[Economy]
; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only -

; Enables selling things for $0
SellEnabled = "false"

; 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

; 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

Возможно ли как то задействовать данные настройки конфигурационного файла на каком либо клиенте, желательно SL.


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 Заголовок сообщения: Re: HowTo: Файл OpenSim.ini
СообщениеДобавлено: Чт июл 16, 2009 7:00 pm 
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Не совсем понятен вопрос, это настройки сервера, их нельзя "задействовать на клиенте"


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 Заголовок сообщения: Re: HowTo: Файл OpenSim.ini
СообщениеДобавлено: Чт июл 16, 2009 7:49 pm 
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Ad Min писал(а):
Не совсем понятен вопрос, это настройки сервера, их нельзя "задействовать на клиенте"


Так я и написал, что это настройка из конфиг файла. Данные настройки связаны с клиентом, то есть насколько я понял здесь указываются ценники на различные операции внутри Opensima. Меня интересует вопрос взаимодействия клиентов с этими настройками. Допустим связка счета клиента с этими настройками. Организации локальной экономики не связанной с лиден долларами, хотя если есть вариант связки с $L то тоже было бы интересно услыашть как?


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 Заголовок сообщения: Re: HowTo: Файл OpenSim.ini
СообщениеДобавлено: Пт июл 17, 2009 12:19 am 
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Эти настройки введены в сервер недавно. Подозреваю, что в рамках одного сима некое подобие экономики реализовать можно, однако в сети серверов это большая проблема. Нужен специальный денежный сервер, который будет поддерживать денежные транзакции между симами и гарантировать их безопасность. Сами разработчики создание такого сервера в ближайшем будущем не планируют.


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 Заголовок сообщения: Re: HowTo: Файл OpenSim.ini
СообщениеДобавлено: Вс авг 16, 2009 12:41 am 
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Скажите, вы можете опубликовать версию файла OpenSim.ini для режима стандалоне, но когда комп полностью отключен от сети?

В старой версии сервера opensim_ru_win_8746 мне удалось переделать OpenSim.ini и сервер ужасно плохо, но работал с отключенным инетом, а в новой версии opensim_ru_9995 мне это сделать не удается. При запуске вьювера появляется сообщение:
"Login failed.
The avatar inventory service is not responding. Please notify your login region operator"
Похоже, что где то в OpenSim.ini или в файлах к которым он обращается, происходит обращение к сети.
Самой мне это не распутать.

А как передать объекты и инвентарь из старой версии сервера в новую, при отключенной сети, это вообще темный лес. Переносом файла OpenSim.db здесь не обойдешься, не все данные в нем хранятся, а где хранятся остальные неизвестно.
В старой версии при записи данных командой save oar <oar name> происходит запись данных в файл, но при попытке загрузить эти данные в новую версию сервера командой load oar <oar name> в каждой строке бегут сообщения что сервер 127.0.0.1 не отвечает.
Не то он ищет работающий сервер старой версии, не то опять что то ищет в сети.
Но для начала надо решить первый вопрос и войти на сим.


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