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Grid erstellen
#21
(11.09.2016, 09:49)Mangogold schrieb: OpenSim.ini

Code:
;; This is the main configuration file for OpenSimulator.
;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
;; If it's named OpenSim.ini.example then you will need to copy it to
;; OpenSim.ini first (if that file does not already exist)
;;
;; Once you have copied OpenSim.ini.example to OpenSim.ini you will at least
;; need to set the constants in the [Const] section and pick an architecture
;; in the [Architecture] section at the end of this file. The architecture
;; will require a suitable .ini file in the config-include directory, either
;; StandaloneCommon.ini or GridCommon.ini which you can copy and modify from the
;; available .example files.
;;
;; The settings in this file are in the form "<key> = <value>".  For example,
;; save_crashes = false in the [Startup] section below.
;;
;; All settings are initially commented out and the default value used, as
;; found in OpenSimDefaults.ini.  To change a setting, first uncomment it by
;; deleting the initial semicolon (;) and then change the value.  This will
;; override the value in OpenSimDefaults.ini
;;
;; If you want to find out what configuration OpenSimulator has finished with
;; once all the configuration files are loaded then type "config show" on the
;; region console command line.
;;
;;
;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
;;
;; All leading white space is ignored, but preserved.
;;
;; Double semicolons denote a text comment
;;
;; ;# denotes a configuration directive description
;;    formatted as:
;;    {option} {depends on} {question to ask} {choices} default value
;;    Any text comments following the declaration, up to the next blank line.
;;    will be copied to the generated file (NOTE: generation is not yet
;;    implemented)
;;
;;    A * in the choices list will allow an empty entry.
;;    An empty question will set the default if the dependencies are
;;    satisfied.
;;
;; ;  denotes a commented out option.
;;    Any options added to OpenSim.ini.example should be initially commented
;;    out.


[Const]
    ; For a grid these will usually be the externally accessible IP/DNS
    ; name and use default public port 8002 and default private port 8003
    ; For a standalone this will usually be the externally accessible IP/DNS
    ; name and use default public port 9000. The private port is not used
    ; in the configuration for a standalone.

    ;# {BaseURL} {} {BaseURL} {"http://example.com" "http://127.0.0.1"} "http://127.0.0.1"
    BaseURL = http://127.0.0.1
    
    ;# {PublicPort} {} {PublicPort} {8002 9000} "8002"
    PublicPort = "8002"

    ;# {PrivatePort} {} {PrivatePort} {8003} "8003"
    PrivatePort = "8003"


[Startup]
    ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
    ;; Console prompt
    ;; Certain special characters can be used to customize the prompt
    ;; Currently, these are
    ;; \R - substitute region name
    ;; \\ - substitute \
    ; ConsolePrompt = "Region (\R) "

    ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
    ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
    ; ConsoleHistoryFileEnabled = true

    ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
    ;; The history file can be just a filename (relative to OpenSim's bin/ directory
    ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
    ; ConsoleHistoryFile = "OpenSimConsoleHistory.txt"

    ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
    ;; How many lines of command history should we keep? (default is 100)
    ; ConsoleHistoryFileLines = 100

    ;# {save_crashes} {} {Save crashes to disk?} {true false} false
    ;; Set this to true if you want to log crashes to disk
    ;; this can be useful when submitting bug reports.
    ;; However, this will only log crashes within OpenSimulator that cause the
    ;; entire program to exit
    ;; It will not log crashes caused by virtual machine failures, which
    ;; includes mono and ODE failures.
    ;; You will need to capture these native stack traces by recording the
    ;; session log itself.
    ; save_crashes = false

    ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
    ;; Directory to save crashes to if above is enabled
    ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
    ; crash_dir = "crashes"

    ;# {PIDFile} {} {Path to PID file?} {}
    ;; Place to create a PID file
    ; PIDFile = "/tmp/OpenSim.exe.pid"

    ;# {RegistryLocation} {} {Addins Registry Location} {}
    ; Set path to directory for addin registry if you want addins outside of bin.  
    ; Information about the registered repositories and installed plugins will
    ; be stored here. The OpenSim.exe process must have R/W access to the location.
    ; RegistryLocation = "."

    ;# {ConfigDirectory} {} {Set path to directory for modular ini files} {}
    ; Used by region module addins. You can set this to outside bin, so that addin
    ; configurations will survive updates. The OpenSim.exe process must have R/W access
    ; to the location.
    ; ConfigDirectory = "."

    ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
    ;; Determine where OpenSimulator looks for the files which tell it
    ;; which regions to server
    ;; Default is "filesystem"
    ; region_info_source = "filesystem"
    ; region_info_source = "web"
    
    ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
    ;; 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\"

    ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
    ;; 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";

    ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
    ;; Allow the simulator to start up if there are no region configuration available
    ;; from the selected region_info_source.
    ; allow_regionless = false

    ;# {MaxPrimUndos} {} {Maximum number of undos avialable for position, rotation and scale changes of each prim} {} 20
    ;; Increasing the number of undos available number will increase memory usage.
    MaxPrimUndos = 20

    ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
    ;; Minimum size for non-physical prims.  Affects resizing of existing
    ;; prims.  This can be overridden in the region config file (as
    ;; NonPhysicalPrimMin!).
    ; NonPhysicalPrimMin = 0.001

    ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
    ;; Maximum size for non-physical prims.  Affects resizing of existing
    ;; prims. This can be overridden in the region config file (as
    ;; NonPhysicalPrimMax!).
    ; NonPhysicalPrimMax = 256

    ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
    ;; Minimum size where a prim can be physical.  Affects resizing of
    ;; existing prims.  This can be overridden in the region config file.
    ; PhysicalPrimMin = 0.01

    ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
    ;; Maximum size where a prim can be physical.  Affects resizing of
    ;; existing prims.  This can be overridden in the region config file.
    ; PhysicalPrimMax = 64

    ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
    ;; If a viewer attempts to rez a prim larger than the non-physical or
    ;; physical prim max, clamp the dimensions to the appropriate maximum
    ;; This can be overridden in the region config file.
    ; ClampPrimSize = false

    ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
    ;; Maximum number of prims allowable in a linkset. Affects creating new
    ;; linksets. Ignored if less than or equal to zero.
    ;; This can be overridden in the region config file.
    ; LinksetPrims = 0

    ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
    ;; Allow scripts to keep running when they cross region boundaries, rather
    ;; than being restarted.  State is reloaded on the destination region.
    ;; This only applies when crossing to a region running in a different
    ;; simulator.  
    ;; For crossings where the regions are on the same simulator the script is
    ;; always kept running.
    ; AllowScriptCrossing = true

    ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
    ;; Allow compiled script binary code to cross region boundaries.
    ;; If you set this to "true", any region that can teleport to you can
    ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
    ;; YOU HAVE BEEN WARNED!!!
    ; TrustBinaries = false

    ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content or varregions!)} {true false} false
    ;; Combine all contiguous regions into one large megaregion
    ;; Order your regions from South to North, West to East in your regions.ini
    ;; and then set this to true
    ;; Warning!  Don't use this with regions that have existing content!,
    ;; This will likely break them
    ;; Also, this setting should be set to false for varregions as they are proper larger single regions rather than combined smaller regions.
    ; CombineContiguousRegions = false

    ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
    ;; If you have only one region in an instance, or to avoid the many bugs
    ;; that you can trigger in modules by restarting a region, set this to
    ;; true to make the entire instance exit instead of restarting the region.
    ;; This is meant to be used on systems where some external system like
    ;; Monit will restart any instance that exits, thereby making the shutdown
    ;; into a restart.
    ; InworldRestartShutsDown = false

    ;; Persistence of changed objects happens during regular sweeps. The
    ;; following control that behaviour to prevent frequently changing objects
    ;; from heavily loading the region data store.
    ;; If both of these values are set to zero then persistence of all changed
    ;; objects will happen on every sweep.

    ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
    ;; Objects will be considered for persistance in the next sweep when they
    ;; have not changed for this number of seconds.
    ; MinimumTimeBeforePersistenceConsidered = 60

    ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
    ;; Objects will always be considered for persistance in the next sweep
    ;; if the first change occurred this number of seconds ago.
    ; MaximumTimeBeforePersistenceConsidered = 600

    ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
    ;; if you would like to allow prims to be physical and move by physics
    ;; with the physical checkbox in the client set this to true.
    ; physical_prim = true

    ;; Select a mesher here.
    ;;
    ;; Meshmerizer properly handles complex prims by using triangle meshes.
    ;; Note that only the ODE physics engine currently deals with meshed
    ;; prims in a satisfactory way.

    ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
    ;; ZeroMesher is faster but leaves the physics engine to model the mesh
    ;; using the basic shapes that it supports.
    ;; Usually this is only a box.
    ;; Default is Meshmerizer
    ; meshing = Meshmerizer
    ; meshing = ZeroMesher

    ;; Choose one of the physics engines below
    ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
    ;; BulletSim is the default physics engine.  It provides the best performance and most functionality.
    ;; BulletSim supports varregions.
    ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.  
    ;; It continues to provide a workable physics implementation.  It does not currently support varregions.
    ;; basicphysics effectively does not model physics at all, making all objects phantom.  
    ;; Default is BulletSim
    ; physics = OpenDynamicsEngine
    ; physics = BulletSim
    ; physics = basicphysics
    ; physics = POS

    ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
    ;; Default script engine to use. Currently, we only have XEngine
    ; DefaultScriptEngine = "XEngine"

    ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
    ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
    ;; required
    ; HttpProxy = "http://proxy.com:8080"

    ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
    ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
    ;; list of regular expressions for URLs that you don't want to go through
    ;; the proxy.
    ;; For example, servers inside your firewall.
    ;; Separate patterns with a ';'
    ; HttpProxyExceptions = ".mydomain.com;localhost"

    ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
    ;; The email module requires some configuration. It needs an SMTP
    ;; server to send mail through.
    ; emailmodule = DefaultEmailModule

    ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
    ;; SpawnPointRouting adjusts the landing for incoming avatars.
    ;; "closest" will place the avatar at the SpawnPoint located in the closest
    ;; available spot to the destination (typically map click/landmark).
    ;; "random" will place the avatar on a randomly selected spawnpoint;
    ;; "sequence" will place the avatar on the next sequential SpawnPoint
    ; SpawnPointRouting = closest

    ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
    ;; TelehubAllowLandmark allows users with landmarks to override telehub
    ;; routing and land at the landmark coordinates when set to true
    ;; default is false
    ; TelehubAllowLandmark = false


[AccessControl]
    ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
    ;; Bar (|) separated list of viewers which may gain access to the regions.
    ;; One can use a substring of the viewer name to enable only certain
    ;; versions
    ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
    ;; - "Imprudence" has access
    ;; - "Imprudence 1.3" has access
    ;; - "Imprudence 1.3.1" has no access
    ; AllowedClients = ""

    ;# {DeniedClients} {} {Bar (|) separated list of denied clients} {}
    ;; Bar (|) separated list of viewers which may not gain access to the regions.
    ;; One can use a Substring of the viewer name to disable only certain
    ;; versions
    ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
    ;; - "Imprudence" has no access
    ;; - "Imprudence 1.3" has no access
    ;; - "Imprudence 1.3.1" has access
    ;;
    ; DeniedClients = ""


[Map]
    ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
    ;; Map tile options.  
    ;; If true, then maptiles are generated using the MapImageModule below.
    ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
    ;; in individual region config file(s).  If you do not want to upload map tiles at all, then you will need
    ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
    ; GenerateMaptiles = true

    ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
    ;; The module to use in order to generate map images.
    ;; MapImageModule is the default.  Warp3DImageModule is an alternative experimental module that can
    ;; generate better images.
    ;MapImageModule = "MapImageModule"

    ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
    ;; If desired, a running region can update the map tiles periodically
    ;; to reflect building activity. This names no sense of you don't have
    ;; prims on maptiles. Value is in seconds.
    ; MaptileRefresh = 0

    ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
    ;; If not generating maptiles, use this static texture asset ID
    ;; This may be overridden on a per region basis in Regions.ini
    ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"

    ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
    ;; Use terrain texture for maptiles if true, use shaded green if false
    ; TextureOnMapTile = true

    ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
    ;; Draw objects on maptile.  This step might take a long time if you've
    ;; got a large number of objects, so you can turn it off here if you'd like.
    ; DrawPrimOnMapTile = true

    ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
    ;; Texture the faces of the prims that are rendered on the map tiles.
    ; TexturePrims = true

    ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
    ;; Only texture prims that have a diagonal size greater than this number
    ; TexturePrimSize = 48

    ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
    ;; Attempt to render meshes and sculpties on the map
    ; RenderMeshes = false;


[Permissions]
    ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
    ;; Permission modules to use, separated by comma.
    ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
    ; permissionmodules = DefaultPermissionsModule

    ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
    ;; These are the parameters for the default permissions module
    ;;
    ;; If set to false, then, in theory, the server never carries out
    ;; permission checks (allowing anybody to copy
    ;; any item, etc.  This may not yet be implemented uniformally.
    ;; If set to true, then all permissions checks are carried out
    ; serverside_object_permissions = true

    ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
    ;; This allows users with a UserLevel of 200 or more to assume god
    ;; powers in the regions in this simulator.
    ; allow_grid_gods = false

    ;; This allows some control over permissions
    ;; please note that this still doesn't duplicate SL, and is not intended to
    ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
    ;; Allow region owners to assume god powers in their regions
    ; region_owner_is_god = true

    ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
    ;; Allow region managers to assume god powers in regions they manage
    ; region_manager_is_god = false

    ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
    ;; Allow parcel owners to assume god powers in their parcels
    ; parcel_owner_is_god = true

    ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
    ;; More control over permissions
    ;; This is definitely not SL!
    ;; Provides a simple control for land owners to give build rights to
    ;; specific avatars in publicly accessible parcels that disallow object
    ;; creation in general.
    ;; Owners specific avatars by adding them to the Access List of the parcel
    ;; without having to use the Groups feature
    ; simple_build_permissions = false


[Estates]
    ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
    ; If these values are uncommented then they will be used to create a default estate as necessary.
    ; New regions will be automatically assigned to that default estate.

    ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
    ;; Name for the default estate
    ; DefaultEstateName = My Estate

    ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
    ;; Name for default estate owner
    ; DefaultEstateOwnerName = FirstName LastName


    ; ** Standalone Estate Settings **
    ; The following parameters will only be used on a standalone system to
    ; create an estate owner that does not already exist

    ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
    ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
    ;; UUID will be assigned. This is normally what you want
    ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000

    ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
    ;; Email address for the default estate owner
    ; DefaultEstateOwnerEMail = owner@domain.com

    ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
    ;; Password for the default estate owner
    ; DefaultEstateOwnerPassword = password


[SMTP]
    ;; The SMTP server enabled the email module to send email to external
    ;; destinations.

    ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
    ;; Enable sending email via SMTP
    ; enabled = false

    ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
    ; internal_object_host = lsl.opensim.local

    ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
    ; host_domain_header_from = "127.0.0.1"

    ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
    ; email_pause_time = 20

    ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
    ; email_max_size = 4096

    ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
    ; SMTP_SERVER_HOSTNAME = "127.0.0.1"

    ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
    ; SMTP_SERVER_PORT = 25

    ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
    ; SMTP_SERVER_LOGIN = ""

    ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
    ; SMTP_SERVER_PASSWORD = ""


[Network]
    ;# {ConsoleUser} {} {User name for console account} {}
    ;; Configure the remote console user here. This will not actually be used
    ;; unless you use -console=rest at startup.
    ; ConsoleUser = "Test"
    ;# {ConsolePass} {} {Password for console account} {}
    ; ConsolePass = "secret"
    ;# {console_port} {} {Port for console connections} {} 0
    ; console_port = 0

    ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
    ;; Simulator HTTP port. This is not the region port, but the port the
    ;; entire simulator listens on. This port uses the TCP protocol, while
    ;; the region ports use UDP.
     http_listener_port = 9000

    ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
    ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
    ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
    ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
    ;
    ; You can whitelist individual endpoints by IP or FQDN, e.g.
    ;
    ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
    ;
    ; You can specify multiple addresses by separating them with a bar.  For example,
    ;
    ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
    ;
    ; If an address if given without a port number then port 80 is assumed
    ;
    ; You can also specify a network range in CIDR notation to whitelist, e.g.
    ;
    ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
    ;
    ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
    ; To specify an individual IP address use the /32 netmask
    ;
    ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
    ;
    ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation

    ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
    ;; Hostname to use in llRequestURL/llRequestSecureURL
    ;; if not defined - default machine name is being used
    ;; (on Windows this mean NETBIOS name - useably only inside local network)
    ; ExternalHostNameForLSL = "127.0.0.1"

    ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
    ;; What is reported as the "X-Secondlife-Shard"
    ;; Defaults to the user server url if not set
    ;; The old default is "OpenSim", set here for compatibility
    ;; The below is not commented for compatibility.
    shard = "OpenSim"

    ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
    ;; What is reported as the "User-Agent" when using llHTTPRequest
    ;; Defaults to not sent if not set here. See the notes section in the wiki
    ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
    ;; " (Mozilla Compatible)" to the text where there are problems with a
    ;; web server
    ; user_agent = "OpenSim LSL (Mozilla Compatible)"

    ;; The follow 3 variables are for HTTP Basic Authentication for the Robust services.
    ;; Use this if your central services in port 8003 need to be accessible on the Internet
    ;; but you want to protect them from unauthorized access. The username and password
    ;; here need to match the ones in the Robust service configuration.
    ; AuthType = "BasicHttpAuthentication"
    ; HttpAuthUsername = "some_username"
    ; HttpAuthPassword = "some_password"
    ;;
    ;; Any of these 3 variables above can be overriden in any of the service sections.


[XMLRPC]
    ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
    ;; If enabled and set to XmlRpcRouterModule, 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
    ;;
    ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
    ;; will be registered with an external service via a configured uri
    ;XmlRpcRouterModule = "XmlRpcRouterModule"

    ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
    ;XmlRpcPort = 20800

    ;# {XmlRpcHubURI} {XmlRpcRouterModule} {URI for external service used to register xmlrpc channels created in the simulator. This depends on XmlRpcRouterModule being set to XmlRpcGridRouterModule} {} http://example.com
    ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
    ;; will use this address to register xmlrpc channels on the external
    ;; service
    ; XmlRpcHubURI = http://example.com


[ClientStack.LindenUDP]
    ;; See OpensSimDefaults.ini for the throttle options. You can copy the
    ;; relevant sections and override them here.
    ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
    ;; with the next update!

    ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
    ;; Quash and remove any light properties from attachments not on the
    ;; hands. This allows flashlights and lanterns to function, but kills
    ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
    ;; will also be affected.
    ;; This is especially important in artistic builds that depend on lights
    ;; on the build for their appearance, since facelights will cause the
    ;; building's lights to possibly not be rendered.
    ; DisableFacelights = "false"


[ClientStack.LindenCaps]
    ;; For the long list of capabilities, see OpenSimDefaults.ini
    ;; Here are the few ones you may want to change. Possible values
    ;; are:
    ;;   "" -- empty, capability disabled
    ;;   "localhost" -- capability enabled and served by the simulator
    ;;   "<url>" -- capability enabled and served by some other server
    ;;
    ; These are enabled by default to localhost. Change if you see fit.
    Cap_GetTexture = "localhost"
    Cap_GetMesh = "localhost"
    Cap_AvatarPickerSearch = "localhost"
    Cap_GetDisplayNames = "localhost"


[SimulatorFeatures]

    ;# {SearchServerURI} {} {URL of the search server} {}
    ;; Optional. If given this serves the same purpose as the grid wide
    ;; [LoginServices] SearchURL setting and will override that where
    ;; supported by viewers.
    ;SearchServerURI = "http://127.0.0.1:9000/"

    ;# {DestinationGuideURI} {} {URL of the destination guide} {}
    ;; Optional. If given this serves the same purpose as the grid wide
    ;; [LoginServices] DestinationGuide setting and will override that where
    ;; supported by viewers.
    ;DestinationGuideURI = "http://127.0.0.1:9000/guide"


[Chat]
    ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
    ;; Distance in meters that whispers should travel.
    ; whisper_distance = 10

    ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
    ;; Distance in meters that ordinary chat should travel.
    ; say_distance = 20

    ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
    ;; Distance in meters that shouts should travel.
    ; shout_distance = 100


[EntityTransfer]
    ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
    ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
    ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
    ;DisableInterRegionTeleportCancellation = false


[Messaging]
    ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
    ;; Module to handle offline messaging. The core module requires an external
    ;; web service to do this. See OpenSim wiki.
    ; OfflineMessageModule = OfflineMessageModule
    ;; Or, alternatively, use this one, which works for both standalones and grids
    ; OfflineMessageModule = "Offline Message Module V2"

    ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
    ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
    ; OfflineMessageURL = ${Const|BaseURL}/Offline.php
    ; OfflineMessageURL = ${Const|BaseURL}:${Const|PrivatePort}

    ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
    ;; For standalones, this is the storage dll.
    ; StorageProvider = OpenSim.Data.MySQL.dll

    ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
    ;; Mute list handler (not yet implemented). MUST BE SET to allow offline
    ;; messages to work
    ; MuteListModule = MuteListModule

    ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
    ;; URL of the web service that serves mute lists. Not currently used, but
    ;; must be set to allow offline messaging to work.
    ; MuteListURL = http://yourserver/Mute.php

    ;; Control whether group invites and notices are stored for offline users.
    ;; Default is true.
    ;; This applies to both core groups module.
    ; ForwardOfflineGroupMessages = true


[BulletSim]
    ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
    AvatarToAvatarCollisionsByDefault = true


[ODEPhysicsSettings]
    ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
    ;; Do we want to mesh sculpted prim to collide like they look?
    ;; If you are seeing sculpt texture decode problems
    ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
    ;; then you might want to try setting this to false.
    ; mesh_sculpted_prim = true

    ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false
    ;; If you would like physics joints to be enabled through a special naming
    ;; convention in the client, set this to true.
    ;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
    ; use_NINJA_physics_joints = false


[RemoteAdmin]
    ;; This is the remote admin module, which uses XMLRPC requests to
    ;; manage regions from a web interface.

    ;# {enabled} {} {Enable the remote admin interface?} {true false} false
    ; enabled = false

    ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
    ;; Set this to a nonzero value to have remote admin use a different port
    ; port = 0

    ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
    ;; This password is required to make any XMLRPC call (should be set as
    ;; the "password" parameter)
    ; access_password = ""

    ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
    ;; List the IP addresses allowed to call RemoteAdmin
    ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
    ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
    ; access_ip_addresses =

    ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
    ;; set this variable to true if you want the create_region XmlRpc
    ;; call to unconditionally enable voice on all parcels for a newly
    ;; created region
    ; create_region_enable_voice = false

    ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
    ;; set this variable to false if you want the create_region XmlRpc
    ;; call to create all regions as private per default (can be
    ;; overridden in the XmlRpc call)
    ; create_region_public = false

    ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
    ;; enable only those methods you deem to be appropriate using a | delimited
    ;; whitelist.
    ;; For example:
    ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
    ;; if this parameter is not specified but enabled = true, all methods
    ;; will be available
    ; enabled_methods = all

    ;; specify the default appearance for an avatar created through the remote
    ;; admin interface
    ;; This will only take effect is the file specified by the
    ;; default_appearance setting below exists
    ; default_male = Default Male
    ; default_female = Default Female

    ;; Update appearance copies inventory items and wearables of default
    ;; avatars. if this value is false, just worn assets are copied to the
    ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
    ;; The receiver will wear the same items the default avatar did wear.
    ; copy_folders = false

    ;; Path to default appearance XML file that specifies the look of the
    ;; default avatars
    ; default_appearance = default_appearance.xml


[Wind]
    ;# {enabled} {} {Enable wind module?} {true false} true
    ;; Enables the wind module.
    ; enabled = true

    ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
    ;; How often should wind be updated, as a function of world frames.
    ;; Approximately 50 frames a second
    ; wind_update_rate = 150

    ;; The Default Wind Plugin to load
    ; wind_plugin = SimpleRandomWind

    ;; These settings are specific to the ConfigurableWind plugin
    ;; To use ConfigurableWind as the default, simply change wind_plugin
    ;; to ConfigurableWind and uncomment the following.
    ; avg_strength = 5.0
    ; avg_direction = 0.0
    ; var_strength = 5.0
    ; var_direction = 30.0
    ; rate_change = 1.0

    ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
    ;; This setting is specific to the SimpleRandomWind plugin
    ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
    ; strength = 1.0


[LightShare]
    ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
    ;; This enables the transmission of Windlight scenes to supporting clients,
    ;; such as the Meta7 viewer.
    ;; It has no ill effect on viewers which do not support server-side
    ;; windlight settings.
    ; enable_windlight = false


[Materials]
    ;# {enable_materials} {} {Enable Materials support?} {true false} true
    ;; This enables the use of Materials.
    ; enable_materials = true
    ; MaxMaterialsPerTransaction = 50

[DataSnapshot]
    ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
    ;; The following set of configs pertains to search.
    ;; Set index_sims to true to enable search engines to index your
    ;; searchable data.
    ;; If false, no data will be exposed, DataSnapshot module will be off,
    ;; and you can ignore the rest of these search-related configs.
    ; index_sims = false

    ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
    ;; The variable data_exposure controls what the regions expose:
    ;;    minimum: exposes only things explicitly marked for search
    ;;    all: exposes everything
    ; data_exposure = minimum

    ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
    ;; If search is on, change this to your grid name; will be ignored for
    ;; standalones
    ; gridname = "OSGrid"

    ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
    ;; Period between data snapshots, in seconds. 20 minutes, for starters,
    ;; so that you see the initial changes fast.
    ;; Later, you may want to increase this to 3600 (1 hour) or more
    ; default_snapshot_period = 1200

    ;; This will be created in bin, if it doesn't exist already. It will hold
    ;; the data snapshots.
    ; snapshot_cache_directory = "DataSnapshot"

    ;; [Supported, but obsolete]
    ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
    ; This semicolon-separated string serves to notify specific data services
    ; about the existence of this sim. Uncomment if you want to index your
    ; data with this and/or other search providers.
    ; data_services="http://metaverseink.com/cgi-bin/register.py"

    ;; New way of specifying data services, one per service
    ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"

[Economy]
    ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
    ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
    ; There is no intention to implement anything further in core OpenSimulator.
    ; This functionality has to be provided by third party modules.

    ;; Enables selling things for $0.  Default is true.
    ; SellEnabled = true

    ;# {PriceUpload} {} {Price for uploading?} {} 0
    ;; Money Unit fee to upload textures, animations etc.  Default is 0.
    ; PriceUpload = 0

    ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
    ;; Money Unit fee to create groups.  Default is 0.
    ; PriceGroupCreate = 0


[XEngine]
    ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
    ;; Enable this engine in this OpenSim instance
    ; Enabled = true

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

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

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

    ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
    ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
    ;; "Highest")
    ; Priority = "BelowNormal"

    ;; Maximum number of events to queue for a script (excluding timers)
    ; MaxScriptEventQueue = 300

    ;; Stack size per script engine thread in bytes.
    ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
    ;; The trade-off may be increased memory usage by the script engine.
    ; ThreadStackSize = 262144

    ;; Set this to true (the default) to load each script into a separate
    ;; AppDomain.
    ;;
    ;; Setting this to false will load all script assemblies into the
    ;; current AppDomain, which will significantly improve script loading times.
    ;; It will also reduce initial per-script memory overhead.
    ;;
    ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
    ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
    ;; Some Windows users have also reported script loading problems when AppDomainLoading = false
    ; AppDomainLoading = true

    ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
    ;; co-op will be more stable but this option is currently experimental.
    ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
    ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run  
    ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
    ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
    ;; Current valid values are "abort" and "co-op"
    ; ScriptStopStrategy = abort
    

    ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
    ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
    ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
    ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
    ;; by scripts have changed.
    DeleteScriptsOnStartup = false

    ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
    ;; Default language for scripts
    ; DefaultCompileLanguage = "lsl"

    ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
    ;; List of allowed languages (lsl,vb,cs)
    ;; AllowedCompilers=lsl,cs,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

    ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section

    ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
    ;; Time a script can spend in an event handler before it is interrupted
    ; EventLimit = 30

    ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
    ;; If a script overruns it's event limit, kill the script?
    ; KillTimedOutScripts = false

    ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
    ;; Sets the multiplier for the scripting delays
    ; ScriptDelayFactor = 1.0

    ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
    ;; The factor the 10 m distances limits are multiplied by
    ; ScriptDistanceLimitFactor = 1.0

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

    ;# {SensorMaxRange} {} {Sensor range} {} 96.0
    ;; Sensor settings
    ; SensorMaxRange = 96.0
    ;# {SensorMaxResults} {} {Max sensor results returned?} {}
    ; SensorMaxResults = 16

    ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
    ;; Disable underground movement of prims (default true); set to
    ;; false to allow script controlled underground positioning of
    ;; prims
    ; DisableUndergroundMovement = true

    ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
    ;; Path to script engine assemblies
    ;; Default is ./bin/ScriptEngines
    ; ScriptEnginesPath = "ScriptEngines"

[OSSL]
    ;# {Include-osslEnable} {} {Include file for enabling and permissions for OSSL functions} {}
    ;; Optionally include file to enable OSSL functions and set permissions on who can use which.
    ;; If this INI file is not included, the OSSL functions are disabled.
    Include-osslEnable = "config-include/osslEnable.ini"


[MRM]
    ;; Enables the Mini Region Modules Script Engine.
    ; Enabled = false

    ;; Runs MRM in a Security Sandbox
    ;; WARNING: DISABLING IS A SECURITY RISK.
    ; Sandboxed = true

    ;; The level sandbox to use, adjust at your OWN RISK.
    ;; Valid values are:
    ;; *  FullTrust
    ;; *  SkipVerification
    ;; *  Execution
    ;; *  Nothing
    ;; *  LocalIntranet
    ;; *  Internet
    ;; *  Everything
    ; SandboxLevel = "Internet"

    ;; Only allow Region Owners to run MRMs
    ;; May represent a security risk if you disable this.
    ; OwnerOnly = true


[FreeSwitchVoice]
    ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
    ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
    ; Enabled = false

    ;; You need to load a local service for a standalone, and a remote service
    ;; for a grid region. Use one of the lines below, as appropriate
    ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
    ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
    ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector

    ;; If using a remote connector, specify the server URL
    ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi


[Groups]
    ;# {Enabled} {} {Enable groups?} {true false} false
    ;; Enables the groups module
    ; Enabled = false

    ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
    ;; Minimum user level required to create groups
    ; LevelGroupCreate = 0

    ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
    ;; The default module can use a PHP XmlRpc server from the Flotsam project at
    ;; http://code.google.com/p/flotsam/
    ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
    ; Module = Default
    ;; or... use Groups Module V2, which works for standalones and robust grids
    ; Module = "Groups Module V2"

    ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
    ; StorageProvider = OpenSim.Data.MySQL.dll

    ;# {ServicesConnectorModule} {Module:GroupsModule Module:Groups Module V2} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector "Groups Local Service Connector" "Groups Remote Service Connector" "Groups HG Service Connector"} XmlRpcGroupsServicesConnector
    ;; Service connectors to the Groups Service as used in the GroupsModule.  Select one as follows:
    ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
    ;; -- for Simian Groups use SimianGroupsServicesConnector
    ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
    ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
    ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
    ;; Note that the quotes "" around the words are important!
    ; ServicesConnectorModule = XmlRpcGroupsServicesConnector

    ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
    ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
    ; LocalService = local

    ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
    ;; Used for V2 in Remote only.
    ; SecretKey = ""

    ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
    ;; URI for the groups services of this grid
    ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
    ;; or http://mygridserver.com:82/Grid/ for SimianGrid
    ;; or ${Const|BaseURL}:${Const|PrivatePort} for robust, V2
    ;; Leave it commented for standalones, V2
    ; GroupsServerURI = ""

    ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
    ;; Used for V2 in HG only. For example
    ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
    ;; If you have this set under [Startup], no need to set it here, leave it commented
    ; HomeURI = ""

    ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
    ; MessagingEnabled = true

    ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
    ; MessagingModule = GroupsMessagingModule
    ; or use "Groups Messaging Module V2" for Groups V2
    ; MessagingModule = "Groups Messaging Module V2"

    ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
    ;; Enable Group Notices
    ; NoticesEnabled = true

    ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
    ; Experimental option to only message online users rather than all users
    ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
    ; Applies Flotsam Group only. V2 has this always on, no other option
    ; MessageOnlineUsersOnly = false

    ;; This makes the Group module very chatty on the console.
    ; DebugEnabled = false

    ; This makes the Group Messaging module very chatty on the console.
    ; DebugMessagingEnabled = false

    ;; XmlRpc Security settings.  These must match those set on your backend
    ;; groups service if the service is using these keys
    ; XmlRpcServiceReadKey    = 1234
    ; XmlRpcServiceWriteKey   = 1234


[InterestManagement]
     ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
     ;; This section controls how state updates are prioritized for each client
     ;; Valid values are BestAvatarResponsiveness, Time, Distance,
     ;; SimpleAngularDistance, FrontBack
     ; UpdatePrioritizationScheme = BestAvatarResponsiveness


[MediaOnAPrim]
    ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
    ;; Enable media on a prim facilities
    ; Enabled = true;


[NPC]
    ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
    ; Enabled = false


[Terrain]
    ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
    ; InitialTerrain = "pinhead-island"


[UserProfiles]
  ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
  ;; Set the value of the url to your UserProfilesService
  ;; If un-set / "" the module is disabled
  ;; ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}

[XBakes]
  ;# {URL} {} {Set URL for Baked texture service} {}
  ;; Sets the URL for the baked texture ROBUST service.
  ;; Disabled when unset.
  ;; URL = ${Const|BaseURL}:${Const|PrivatePort}

;;
;; Optional module to highlight God names in the viewer.
;; Uncomment and customize appropriately if you want this behavior.
;;
;[GodNames]
;    Enabled = false
;    FullNames = "Test User, Foo Bar"
;    Surnames = "Kryztlsk"

[Architecture]
    ;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini
    ;; Uncomment one of the following includes as required.  For instance, to create a standalone OpenSim,
    ;; uncomment Include-Architecture = "config-include/Standalone.ini"
    ;;
    ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
    ;; that the referenced .ini file goes on to include.
    ;;
    ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
    ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
    ;; editing it to set the database and backend services that OpenSim will use.
    ;;
    ;Include-Architecture = "config-include/Standalone.ini"
    ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
     Include-Architecture = "config-include/Grid.ini"
    ; Include-Architecture = "config-include/GridHypergrid.ini"
    ; Include-Architecture = "config-include/SimianGrid.ini"
    ; Include-Architecture = "config-include/HyperSimianGrid.ini"
Zitieren
#22
create user erstellt einen. zeigt aber nicht die user an

show users zeigt nix an

schow account name name zeigt auch nix an. wundert mich da ich doch als ich das erstmal die Robust.exe gestrtet hatte, die angben doch gemacht hhabe.

weil ich mir nicht sicher bin ob ein user angelegt ist wollte ich wissen wie kann ich user anzeigen lassen. naja vieleicht mit show users all ich probiere noch mal aus
Zitieren
#23
ok, zeig mal deine robust.ini
eventuell noch den log vom Robust
Zitieren
#24
(11.09.2016, 10:24)Mangogold schrieb:
(11.09.2016, 10:20)Dorena Verne schrieb: ok, zeig mal deine robust.ini
eventuell noch den log vom Robust

Robust.ini ist schon gepostet.

Hier der Robust.log

Code:
2016-09-11 10:22:44,472 INFO  (1) - OpenSim.Framework.Servers.ServerBase [SERVER BASE]: Starting in /usr/games/opensim-0.8.2.1/bin
2016-09-11 10:22:44,487 INFO  (1) - OpenSim.Framework.Servers.ServerBase [SERVER BASE]: OpenSimulator version: OpenSim 0.8.2.1 Release          
2016-09-11 10:22:44,487 INFO  (1) - OpenSim.Framework.Servers.ServerBase [SERVER BASE]: Operating system version: Unix 3.2.41.42, .NET platform Unix, 32-bit
2016-09-11 10:22:44,490 INFO  (1) - OpenSim.Framework.Servers.ServerBase [SERVER BASE]: Logging started to file /usr/games/opensim-0.8.2.1/bin/Robust.log
2016-09-11 10:22:44,542 INFO  (1) - OpenSim.Framework.Servers.HttpServer.BaseHttpServer [BASE HTTP SERVER]: Starting HTTP server on port 8003
2016-09-11 10:22:44,570 DEBUG (1) - OpenSim.Framework.Monitoring.Watchdog [WATCHDOG]: Started tracking thread PollServiceWorkerThread0:8003, ID 7
2016-09-11 10:22:44,572 DEBUG (1) - OpenSim.Framework.Monitoring.Watchdog [WATCHDOG]: Started tracking thread PollServiceWorkerThread1:8003, ID 8
2016-09-11 10:22:44,573 DEBUG (1) - OpenSim.Framework.Monitoring.Watchdog [WATCHDOG]: Started tracking thread PollServiceWorkerThread2:8003, ID 9
2016-09-11 10:22:44,573 DEBUG (1) - OpenSim.Framework.Monitoring.Watchdog [WATCHDOG]: Started tracking thread LongPollServiceWatcherThread:8003, ID 10
2016-09-11 10:22:44,574 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: Loading AssetServiceConnector on port 8003
2016-09-11 10:22:44,706 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: AssetStore data tables already up to date at revision 9
2016-09-11 10:22:44,708 DEBUG (1) - OpenSim.Services.AssetService.AssetService [ASSET SERVICE]: Loading default asset set from ./assets/AssetSets.xml
2016-09-11 10:22:45,403 DEBUG (1) - OpenSim.Services.AssetService.AssetService [ASSET SERVICE]: Local asset service enabled
2016-09-11 10:22:45,405 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: AssetServiceConnector loaded successfully
2016-09-11 10:22:45,405 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: Loading XInventoryInConnector on port 8003
2016-09-11 10:22:45,406 DEBUG (1) - OpenSim.Server.Handlers.Inventory.XInventoryInConnector [XInventoryInConnector]: Starting with config name InventoryService
2016-09-11 10:22:45,409 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: InventoryStore data tables already up to date at revision 6
2016-09-11 10:22:45,410 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: XInventoryInConnector loaded successfully
2016-09-11 10:22:45,410 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: Loading GridServiceConnector on port 8003
2016-09-11 10:22:45,413 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: GridStore data tables already up to date at revision 9
2016-09-11 10:22:45,413 DEBUG (1) - OpenSim.Services.GridService.GridService [GRID SERVICE]: Starting...
2016-09-11 10:22:45,414 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: GridServiceConnector loaded successfully
2016-09-11 10:22:45,415 INFO  (1) - OpenSim.Framework.Servers.HttpServer.BaseHttpServer [BASE HTTP SERVER]: Starting HTTP server on port 8002
2016-09-11 10:22:45,415 DEBUG (1) - OpenSim.Framework.Monitoring.Watchdog [WATCHDOG]: Started tracking thread PollServiceWorkerThread0:8002, ID 14
2016-09-11 10:22:45,416 DEBUG (1) - OpenSim.Framework.Monitoring.Watchdog [WATCHDOG]: Started tracking thread PollServiceWorkerThread1:8002, ID 15
2016-09-11 10:22:45,416 DEBUG (1) - OpenSim.Framework.Monitoring.Watchdog [WATCHDOG]: Started tracking thread PollServiceWorkerThread2:8002, ID 16
2016-09-11 10:22:45,416 DEBUG (1) - OpenSim.Framework.Monitoring.Watchdog [WATCHDOG]: Started tracking thread LongPollServiceWatcherThread:8002, ID 17
2016-09-11 10:22:45,416 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: Loading GridInfoServerInConnector on port 8002
2016-09-11 10:22:45,417 DEBUG (1) - OpenSim.Server.Handlers.Grid.GridInfoHandlers [GRID INFO SERVICE]: Grid info service initialized with 4 keys
2016-09-11 10:22:45,418 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: GridInfoServerInConnector loaded successfully
2016-09-11 10:22:45,418 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: Loading AuthenticationServiceConnector on port 8003
2016-09-11 10:22:45,420 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: AuthStore data tables already up to date at revision 3
2016-09-11 10:22:45,420 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: AuthenticationServiceConnector loaded successfully
2016-09-11 10:22:45,421 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: Loading OpenIdServerConnector on port 8002
2016-09-11 10:22:45,422 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: AuthStore data tables already up to date at revision 3
2016-09-11 10:22:45,424 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: UserAccount data tables already up to date at revision 4
2016-09-11 10:22:45,425 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: GridStore data tables already up to date at revision 9
2016-09-11 10:22:45,425 DEBUG (1) - OpenSim.Services.GridService.GridService [GRID SERVICE]: Starting...
2016-09-11 10:22:45,426 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: AuthStore data tables already up to date at revision 3
2016-09-11 10:22:45,457 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: GridUserStore data tables already up to date at revision 2
2016-09-11 10:22:45,457 DEBUG (1) - OpenSim.Services.UserAccountService.GridUserService [GRID USER SERVICE]: Starting user grid service
2016-09-11 10:22:45,458 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: InventoryStore data tables already up to date at revision 6
2016-09-11 10:22:45,460 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: Avatar data tables already up to date at revision 2
2016-09-11 10:22:45,460 DEBUG (1) - OpenSim.Services.AvatarService.AvatarService [AVATAR SERVICE]: Starting avatar service
2016-09-11 10:22:45,461 INFO  (1) - OpenSim.Server.Handlers.Authentication.OpenIdServerConnector [OPENID]: OpenId service enabled
2016-09-11 10:22:45,461 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: OpenIdServerConnector loaded successfully
2016-09-11 10:22:45,461 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: Loading AvatarServiceConnector on port 8003
2016-09-11 10:22:45,462 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: Avatar data tables already up to date at revision 2
2016-09-11 10:22:45,463 DEBUG (1) - OpenSim.Services.AvatarService.AvatarService [AVATAR SERVICE]: Starting avatar service
2016-09-11 10:22:45,463 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: AvatarServiceConnector loaded successfully
2016-09-11 10:22:45,463 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: Loading LLLoginServiceInConnector on port 8002
2016-09-11 10:22:45,466 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: UserAccount data tables already up to date at revision 4
2016-09-11 10:22:45,467 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: GridStore data tables already up to date at revision 9
2016-09-11 10:22:45,467 DEBUG (1) - OpenSim.Services.GridService.GridService [GRID SERVICE]: Starting...
2016-09-11 10:22:45,468 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: AuthStore data tables already up to date at revision 3
2016-09-11 10:22:45,469 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: GridUserStore data tables already up to date at revision 2
2016-09-11 10:22:45,469 DEBUG (1) - OpenSim.Services.UserAccountService.GridUserService [GRID USER SERVICE]: Starting user grid service
2016-09-11 10:22:45,470 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: InventoryStore data tables already up to date at revision 6
2016-09-11 10:22:45,471 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: Avatar data tables already up to date at revision 2
2016-09-11 10:22:45,471 DEBUG (1) - OpenSim.Services.AvatarService.AvatarService [AVATAR SERVICE]: Starting avatar service
2016-09-11 10:22:45,472 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: GridUserStore data tables already up to date at revision 2
2016-09-11 10:22:45,472 DEBUG (1) - OpenSim.Services.UserAccountService.GridUserService [GRID USER SERVICE]: Starting user grid service
2016-09-11 10:22:45,472 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: AuthStore data tables already up to date at revision 3
2016-09-11 10:22:45,474 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: InventoryStore data tables already up to date at revision 6
2016-09-11 10:22:45,474 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: GridStore data tables already up to date at revision 9
2016-09-11 10:22:45,475 DEBUG (1) - OpenSim.Services.GridService.GridService [GRID SERVICE]: Starting...
2016-09-11 10:22:45,476 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: Presence data tables already up to date at revision 3
2016-09-11 10:22:45,476 DEBUG (1) - OpenSim.Services.PresenceService.PresenceService [PRESENCE SERVICE]: Starting presence service
2016-09-11 10:22:45,477 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: Avatar data tables already up to date at revision 2
2016-09-11 10:22:45,477 DEBUG (1) - OpenSim.Services.AvatarService.AvatarService [AVATAR SERVICE]: Starting avatar service
2016-09-11 10:22:45,479 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: FriendsStore data tables already up to date at revision 3
2016-09-11 10:22:45,481 DEBUG (1) - OpenSim.Services.LLLoginService.LLLoginService [LLOGIN SERVICE]: Using instantiated LibraryService
2016-09-11 10:22:45,483 DEBUG (1) - OpenSim.Services.InventoryService.LibraryService [LIBRARY]: Starting library service...
2016-09-11 10:22:45,484 INFO  (1) - OpenSim.Services.InventoryService.LibraryService [LIBRARY INVENTORY]: Loading library control file ./inventory/Libraries.xml
2016-09-11 10:22:45,501 DEBUG (1) - OpenSim.Services.LLLoginService.LLLoginService [LLOGIN SERVICE]: Starting...
2016-09-11 10:22:45,503 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: LLLoginServiceInConnector loaded successfully
2016-09-11 10:22:45,503 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: Loading PresenceServiceConnector on port 8003
2016-09-11 10:22:45,505 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: Presence data tables already up to date at revision 3
2016-09-11 10:22:45,505 DEBUG (1) - OpenSim.Services.PresenceService.PresenceService [PRESENCE SERVICE]: Starting presence service
2016-09-11 10:22:45,505 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: PresenceServiceConnector loaded successfully
2016-09-11 10:22:45,506 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: Loading UserAccountServiceConnector on port 8003
2016-09-11 10:22:45,507 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: UserAccount data tables already up to date at revision 4
2016-09-11 10:22:45,508 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: GridStore data tables already up to date at revision 9
2016-09-11 10:22:45,508 DEBUG (1) - OpenSim.Services.GridService.GridService [GRID SERVICE]: Starting...
2016-09-11 10:22:45,509 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: AuthStore data tables already up to date at revision 3
2016-09-11 10:22:45,510 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: GridUserStore data tables already up to date at revision 2
2016-09-11 10:22:45,510 DEBUG (1) - OpenSim.Services.UserAccountService.GridUserService [GRID USER SERVICE]: Starting user grid service
2016-09-11 10:22:45,511 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: InventoryStore data tables already up to date at revision 6
2016-09-11 10:22:45,512 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: Avatar data tables already up to date at revision 2
2016-09-11 10:22:45,514 DEBUG (1) - OpenSim.Services.AvatarService.AvatarService [AVATAR SERVICE]: Starting avatar service
2016-09-11 10:22:45,515 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: UserAccountServiceConnector loaded successfully
2016-09-11 10:22:45,515 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: Loading GridUserServiceConnector on port 8003
2016-09-11 10:22:45,516 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: GridUserStore data tables already up to date at revision 2
2016-09-11 10:22:45,516 DEBUG (1) - OpenSim.Services.UserAccountService.GridUserService [GRID USER SERVICE]: Starting user grid service
2016-09-11 10:22:45,517 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: GridUserServiceConnector loaded successfully
2016-09-11 10:22:45,517 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: Loading AgentPreferencesServiceConnector on port 8003
2016-09-11 10:22:45,518 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: AgentPrefs data tables already up to date at revision 1
2016-09-11 10:22:45,519 DEBUG (1) - OpenSim.Services.UserAccountService.AgentPreferencesService [AGENT PREFERENCES SERVICE]: Starting agent preferences service
2016-09-11 10:22:45,519 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: AgentPreferencesServiceConnector loaded successfully
2016-09-11 10:22:45,519 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: Loading FriendsServiceConnector on port 8003
2016-09-11 10:22:45,521 DEBUG (1) - OpenSim.Data.Migration [MIGRATIONS]: FriendsStore data tables already up to date at revision 3
2016-09-11 10:22:45,521 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: FriendsServiceConnector loaded successfully
2016-09-11 10:22:45,521 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: Loading MapAddServiceConnector on port 8003
2016-09-11 10:22:45,523 DEBUG (1) - OpenSim.Services.MapImageService.MapImageService [MAP IMAGE SERVICE]: Starting MapImage service
2016-09-11 10:22:45,523 INFO  (1) - OpenSim.Server.Handlers.MapImage.MapAddServiceConnector [MAP IMAGE HANDLER]: GridService check is OFF
2016-09-11 10:22:45,524 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: MapAddServiceConnector loaded successfully
2016-09-11 10:22:45,524 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: Loading MapGetServiceConnector on port 8002
2016-09-11 10:22:45,524 INFO  (1) - OpenSim.Server.OpenSimServer [SERVER]: MapGetServiceConnector loaded successfully

Vieleicht habe ich ja doch keinen angelegt desswegen wollte ich show user befehl benutzen aber da sagt er mir dann invalid comand
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#25
also in der GridCommon.ini würde ich noch das http:// bei der Angabe deiner Domain mal nachtragen.

Ansonsten kann ich erst mal nichts entdecken,...

Da Sonntag ist, werde ich mich später noch einmal genauer befassen damit. Frühstück,..die Sonne scheint,...
denke aber wir bekommen das schon hin.

Hier mal der Link zu den Server-Kommandos:
http://opensimulator.org/wiki/Server_Commands/de
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#26
(11.09.2016, 10:40)Dorena Verne schrieb: also in der GridCommon.ini würde ich noch das http:// bei der Angabe deiner Domain mal nachtragen.

Ansonsten kann ich erst mal nichts entdecken,...

Da Sonntag ist, werde ich mich später noch einmal genauer befassen damit. Frühstück,..die Sonne scheint,...
denke aber wir bekommen das schon hin.

Hier mal der Link zu den Server-Kommandos:
http://opensimulator.org/wiki/Server_Commands/de

Ja echt super klasse! Danke dir für deine schnellen Antworten!

Wünsche dir und den anderen einen schönen Sonntag


Mangogold
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#27
Hey hat geklappt!!! Big Grin

Es lag daran das ich vor meiner domain kein http:// gestezt hatte! ^^

Vielen Dank nochmal für den Hinweis

Mangogold
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#28
Freut mich, das ich helfen konnte. Viel Spaß mit deinem neuen Grid. Smile
Zitieren
#29
Vielleicht könnt ihr doch noch einmal helfen.

Nach den das Grid im Standalone läuft, möchte ich jetzt auf HG umstellen.
Dazu bin ich dann in die Opensim.ini gegangen und habe entsprechend unter [Architecture] auf config-include/GridHypergrid.ini umgestellt.
sonst habe ich dort nichts geändert. Habe dann die Robust.HG.ini erstellt. Habe da diverse Einstellung schon gemacht. Wenn ich dann Inworld bin und ein hg link zu einem grid in der Map suche, wird er gefunden und auch angezeigt. Wenn ich dann auf TP klicke kommt folgende

Fehlermeldung ": Teleport fehlgeschlagen.
Service request failed: Cannot cast from source type to destination type. "

Robust startet und läuft ohne Fehler durch. Auch wenn ich OpenSim.exe dann starte läuft ohne Fehler durch.


Robust.HG.ini

Code:
; * Run
; * $ Robust.exe -inifile Robust.HG.ini
; *

; * Configurations for enabling HG1.5
; *
; * HG1.5 handlers are: OpenSim.Server.Handlers.dll:GatekeeperService
; *                     OpenSim.Server.Handlers.dll:UserAgentService
; * Additional OpenSim.Server.Handlers.dll:AssetServiceConnector and
; *            OpenSim.Server.Handlers.dll:XInventoryInConnector
; * are started in port 8002, outside the firewall
; *
; **
; *
; * The Const section allows us to define some basic information that we
; * will use throughout our configuration. We will provide examples for
; * setting the base url of the Robust server and the public and private ports
; * it uses. Changing the values of the constants will set the operating
; * parameters thoughout the configuration. Other constants that may prove
; * to be useful may be added to the followin section. They may be
; * referenced anywhere in the configuration by using ${Const|Name}. One
; * such use is providing a base path for setting locations that Robust
; * uses to write data.
; *
[Const]

    ; The URL of the Robust server
    BaseURL = "http://127.0.0.1"
    
    ; The public port of the Robust server
    PublicPort = "8002"

    ; The private port of the Robust server
    PrivatePort = "8003"

; * The startup section lists all the connectors to start up in this server
; * instance. This may be only one, or it may be the entire server suite.
; * Multiple connectors should be separated by commas.
; *
; * These are the IN connectors the server uses, the in connectors
; * read this config file and load the needed service and database connectors
; *
; * The full syntax of a connector string is:
; * [[<ConfigName>@]<port>/]<dll name>[:<class name>]
; *
[Startup]
    ; Place to create a PID file
    ; If no path if specified then a PID file is not created.
    ; PIDFile = "/tmp/Robust.exe.pid"

    ; Plugin Registry Location
    ; Set path to directory for plugin registry. Information
    ; about the registered repositories and installed plugins
    ; will be stored here
    ; The Robust.exe process must have R/W access to the location
    RegistryLocation = "."

    ; Modular configurations
    ; Set path to directory for modular ini files...
    ; The Robust.exe process must have R/W access to the location
    ConfigDirectory = "."

    ; Console commands can be saved to a file, so the command history persists after a restart. (default is true)
    ConsoleHistoryFileEnabled = true

    ; The history file can be just a filename (relative to OpenSim's bin/ directory
    ; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
    ConsoleHistoryFile = "RobustConsoleHistory.txt"

    ; How many lines of command history should we keep? (default is 100)
    ConsoleHistoryFileLines = 100


[ServiceList]
    AssetServiceConnector = "8003/OpenSim.Server.Handlers.dll:AssetServiceConnector"
    InventoryInConnector = "8003/OpenSim.Server.Handlers.dll:XInventoryInConnector"
    ;; Uncomment if you have set up Freeswitch (see [FreeswitchService] below)
    ;VoiceConnector = "8004/OpenSim.Server.Handlers.dll:FreeswitchServerConnector"
    GridServiceConnector = "8003/OpenSim.Server.Handlers.dll:GridServiceConnector"
    GridInfoServerInConnector = "8002/OpenSim.Server.Handlers.dll:GridInfoServerInConnector"
    AuthenticationServiceConnector = "8003/OpenSim.Server.Handlers.dll:AuthenticationServiceConnector"
    OpenIdServerConnector = "8002/OpenSim.Server.Handlers.dll:OpenIdServerConnector"
    AvatarServiceConnector = "8003/OpenSim.Server.Handlers.dll:AvatarServiceConnector"
    LLLoginServiceInConnector = "8002/OpenSim.Server.Handlers.dll:LLLoginServiceInConnector"
    PresenceServiceConnector = "8003/OpenSim.Server.Handlers.dll:PresenceServiceConnector"
    UserAccountServiceConnector = "8003/OpenSim.Server.Handlers.dll:UserAccountServiceConnector"
    GridUserServiceConnector = "8003/OpenSim.Server.Handlers.dll:GridUserServiceConnector"
    AgentPreferencesServiceConnector = "8003/OpenSim.Server.Handlers.dll:AgentPreferencesServiceConnector"
    FriendsServiceConnector = "8003/OpenSim.Server.Handlers.dll:FriendsServiceConnector"
    MapAddServiceConnector = "8003/OpenSim.Server.Handlers.dll:MapAddServiceConnector"
    MapGetServiceConnector = "8002/OpenSim.Server.Handlers.dll:MapGetServiceConnector"
    ;; Uncomment this if you want offline IM to work
    ; OfflineIMServiceConnector = "${Const|PrivatePort}/OpenSim.Addons.OfflineIM.dll:OfflineIMServiceRobustConnector"
    ;; Uncomment this if you want Groups V2 to work
    ; GroupsServiceConnector = "${Const|PrivatePort}/OpenSim.Addons.Groups.dll:GroupsServiceRobustConnector"
    ;; Uncomment to provide bakes caching
    ;BakedTextureService = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:XBakesConnector"

    ;; Additions for Hypergrid

    GatekeeperServiceInConnector = "8002/OpenSim.Server.Handlers.dll:GatekeeperServiceInConnector"
    UserAgentServerConnector = "8002/OpenSim.Server.Handlers.dll:UserAgentServerConnector"
    HeloServiceInConnector = "8002/OpenSim.Server.Handlers.dll:HeloServiceInConnector"
    HGFriendsServerConnector = "8002/OpenSim.Server.Handlers.dll:HGFriendsServerConnector"
    InstantMessageServerConnector = "8002/OpenSim.Server.Handlers.dll:InstantMessageServerConnector"
    HGInventoryServiceConnector = "HGInventoryService@8002/OpenSim.Server.Handlers.dll:XInventoryInConnector"
    HGAssetServiceConnector = "HGAssetService@8002/OpenSim.Server.Handlers.dll:AssetServiceConnector"
    ;; Uncomment this if you want Groups V2, HG to work
    ; HGGroupsServiceConnector = "${Const|PublicPort}/OpenSim.Addons.Groups.dll:HGGroupsServiceRobustConnector"

    ;; Uncomment for UserProfiles see [UserProfilesService] to configure...
    ; UserProfilesServiceConnector = "${Const|PublicPort}/OpenSim.Server.Handlers.dll:UserProfilesConnector"

    ;; Uncomment if you want to have centralized estate data
    ; EstateDataService = "${Const|PrivatePort}/OpenSim.Server.Handlers.dll:EstateDataRobustConnector"

; * This is common for all services, it's the network setup for the entire
; * server instance, if none is specified above
; *
[Network]
    port = 8003

    ; HTTPS for "Out of band" management applications such as the remote admin
    ; module. May specify https_main = True to make the main http server
    ; use https or "False" to make the main server HTTP
    ; https_main = False
    ;
    ; Create https_listener = "True" will create a listener on the port
    ; specified. Provide the path to your server certificate along with it's
    ; password
    ; https_listener = False
    ;
    ; Set our listener to this port
    ; https_port = 0
    ;
    ; Path to X509 certificate
    ; cert_path = "path/to/cert.p12"
    ;
    ; Password for cert
    ; cert_pass = "password"

    ;; The follow 3 variables are for HTTP Basic Authentication for the Robust services.
    ;; Use this if your central services in port ${Const|PrivatePort} need to be accessible on the Internet
    ;; but you want to protect them from unauthorized access.
    ; AuthType = "BasicHttpAuthentication"
    ; HttpAuthUsername = "some_username"
    ; HttpAuthPassword = "some_password"
    ;;
    ;; AuthType above can be overriden in any of the service sections below by
    ; AuthType = "None"
    ;; This is useful in cases where you want to protect most of the services,
    ;; but unprotect individual services. Username and Password can also be
    ;; overriden if you want to use different credentials for the different services.
    ;; Hypergrid services are not affected by this; they are publicly available
    ;; by design.

    ;; By default, scripts are not allowed to call private services via llHttpRequest()
    ;; Such calls are detected by the X-SecondLife-Shared HTTP header
    ;; If you allow such calls you must be sure that they are restricted to very trusted scripters
    ;; (remember scripts can also be in visiting avatar attachments).
    ;; This can be overriden in individual private service sections if necessary
    AllowllHTTPRequestIn = false

    ; * The following are for the remote console
    ; * They have no effect for the local or basic console types
    ; * Leave commented to diable logins to the console
    ;ConsoleUser = Test
    ;ConsolePass = secret
    ;ConsolePort = 0


[Hypergrid]
    ;# {HomeURI} {Hypergrid} {The Home URL of this world} {}
    ;; This is the address of the external robust server that
    ;; runs the UserAgentsService, possibly this server.
    ;; For example http://myworld.com:8002
    ;; This is a default that can be overwritten in some sections.
     HomeURI = "http://mynetdrive.net:8002"

    ;# {GatekeeperURI} {Hypergrid} {The URL of the gatekeeper of this world} {}
    ;; This is the address of the external robust server
    ;; that runs the Gatekeeper service, possibly this server.
    ;; For example http://myworld.com:8002
    ;; This is a default that can be overwritten in some sections.
     GatekeeperURI = "http://mynetdrive.net:8002"

[AccessControl]
    ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
    ;; Bar (|) separated list of viewers which may gain access to the regions.
    ;; One can use a substring of the viewer name to enable only certain
    ;; versions
    ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
    ;; - "Imprudence" has access
    ;; - "Imprudence 1.3" has access
    ;; - "Imprudence 1.3.1" has no access
    ; AllowedClients = ""

    ;# {DeniedClients} {} {Bar (|) separated list of denied clients} {}
    ;; Bar (|) separated list of viewers which may not gain access to the regions.
    ;; One can use a Substring of the viewer name to disable only certain
    ;; versions
    ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
    ;; - "Imprudence" has no access
    ;; - "Imprudence 1.3" has no access
    ;; - "Imprudence 1.3.1" has access
    ; DeniedClients = ""

[DatabaseService]
    ; PGSQL
    ; Uncomment these lines if you want to use PGSQL storage
    ; Change the connection string to your db details
    ;StorageProvider = "OpenSim.Data.PGSQL.dll"
    ;ConnectionString = "Server=localhost;Database=opensim;User Id=opensim; password=***;"

    ; MySQL
    ; Uncomment these lines if you want to use MySQL storage
    ; Change the connection string to your db details
    StorageProvider = "OpenSim.Data.MySQL.dll"
    ConnectionString = "Data Source=localhost;Database=***;User ID=***;Password=***;Old Guids=true;"


; * As an example, the below configuration precisely mimicks the legacy
; * asset server. It is read by the asset IN connector (defined above)
; * and it then loads the OUT connector (a local database module). That,
; * in turn, reads the asset loader and database connection information
; *
[AssetService]

    ;; Choose an asset service (Only one option should be enabled)
    LocalServiceModule = "OpenSim.Services.AssetService.dll:AssetService"
    ;LocalServiceModule = "OpenSim.Services.FSAssetService.dll:FSAssetConnector"
    
    ;; FSAsset Directories. Base directory, where final asset files are stored and Spool directory for temp files
    ;; These directories must be on the same physical filesystem
    ;BaseDirectory = "./fsassets/data"
    ;SpoolDirectory = "./fsassets/tmp"
    
    ;; Original service can be checked if FSAssets can not find an asset
    ;FallbackService = "OpenSim.Services.AssetService.dll:AssetService";
    
    ;; How many days since last updating the access time before its updated again by FSAssets when accessing an asset
    ;; Reduces DB calls if asset is requested often. Default value 0 will always update access time
    ;DaysBetweenAccessTimeUpdates = 30
    
    ;; FSAssets Custom Database Config (Leave blank to use grids default database configuration)
    ;StorageProvider = ""
    ;ConnectionString = ""
    ;Realm = "fsassets"
    
    ;; The following are common to both the default asset service and FSAsset service

    ;; Common asset service options
    DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
    AssetLoaderArgs = "./assets/AssetSets.xml"


; * This configuration loads the inventory server modules. It duplicates
; * the function of the legacy inventory server
; *
[InventoryService]
    LocalServiceModule = "OpenSim.Services.InventoryService.dll:XInventoryService"

    ; Will calls to purge folders (empty trash) and immediately delete/update items or folders (not move to trash first) succeed?
    ; If this is set to false then some other arrangement must be made to perform these operations if necessary.
    AllowDelete = true


; * This is the new style grid service.
; * "Realm" is the table that is used for user lookup.
; * It defaults to "regions", which uses the legacy tables
; *
[GridService]
    LocalServiceModule = "OpenSim.Services.GridService.dll:GridService"

    ; Realm = "regions"
     AllowDuplicateNames = "True"

    ;; Perform distance check for the creation of a linked region
    ; Check4096 = "True"

    ;; Needed to display non-default map tile images for linked regions
    AssetService = "OpenSim.Services.AssetService.dll:AssetService"

    ;; Directory for map tile images of linked regions
    ; MapTileDirectory = "./maptiles"

    ;; Next, we can specify properties of regions, including default and fallback regions
    ;; The syntax is: Region_<RegionName> = "<flags>"
    ;; or:            Region_<RegionID> = "<flags>"
    ;; where <flags> can be DefaultRegion, DefaultHGRegion, FallbackRegion, NoDirectLogin, Persistent, LockedOut, Reservation, NoMove, Authenticate
    ;;  
    ;; DefaultRegion    If a local login cannot be placed in the required region (e.g. home region does not exist, avatar is not allowed entry, etc.)
    ;;                  then this region becomes the destination.  Only the first online default region will be used.  If no DefaultHGRegion
    ;;                  is specified then this will also be used as the region for hypergrid connections that require it (commonly because they have not specified
    ;;                  an explicit region.
    ;;  
    ;; DefaultHGRegion  If an avatar connecting via the hypergrid does not specify a region, then they are placed here.  Only the first online
    ;;                  region will be used.
    ;;  
    ;; FallbackRegion   If the DefaultRegion is not available for a local login, then any FallbackRegions are tried instead.  These are tried in the
    ;;                  order specified.  This only applies to local logins at this time, not Hypergrid connections.
    ;;  
    ;; NoDirectLogin    A hypergrid user cannot directly connect to this region.  This does not apply to local logins.
    ;;  
    ;; Persistent       When the simulator is shutdown, the region is signalled as offline but left registered on the grid.
    ;;
    ; Region_Welcome_Area = "DefaultRegion, FallbackRegion"
    ; (replace spaces with underscore)

    ;; Allow Hyperlinks to be created at the console
    HypergridLinker = true

    ;; Allow supporting viewers to export content
    ;; Set to false to prevent export
    ExportSupported = true

    ;; If you have this set under [Hypergrid], no need to set it here, leave it commented
    ; GatekeeperURI = "${Const|BaseURL}:${Const|PublicPort}"


; * This is the configuration for the freeswitch server in grid mode
[FreeswitchService]
    LocalServiceModule = "OpenSim.Services.FreeswitchService.dll:FreeswitchService"

    ;; The IP address of your FreeSWITCH server.
    ;; This address must be reachable by viewers.
    ; ServerAddress = 127.0.0.1

    ;; The following configuration parameters are optional

    ;; By default, this is the same as the ServerAddress
    ; Realm = 127.0.0.1

    ;; By default, this is the same as the ServerAddress on port 5060
    ; SIPProxy = 127.0.0.1:5060

    ;; Default is 5000ms
    ; DefaultTimeout = 5000

    ;; The dial plan context.  Default is "default"
    ; Context = default

    ;; Currently unused
    ; UserName = freeswitch

    ;; Currently unused
    ; Password = password

    ;; The following parameters are for STUN = Simple Traversal of UDP through NATs
    ;; See http://wiki.freeswitch.org/wiki/NAT_Traversal
    ;; stun.freeswitch.org is not guaranteed to be running so use it in
    ;; production at your own risk    
    ; EchoServer = 127.0.0.1
    ; EchoPort = 50505
    ; AttemptSTUN = false


; * This is the new style authentication service. Currently, only MySQL
; * is implemented.
; *
[AuthenticationService]
    ; for the server connector
    LocalServiceModule = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService"
    ; Realm = "useraccounts"

    ;; Allow the service to process HTTP getauthinfo calls.
    ;; Default is false.
    ; AllowGetAuthInfo = false

    ;; Allow the service to process HTTP setauthinfo calls.
    ;; Default is false.
    ; AllowSetAuthInfo = false

    ;; Allow the service to process HTTP setpassword calls.
    ;; Default is false.
    ; AllowSetPassword = false


[OpenIdService]
    ; for the server connector
    AuthenticationServiceModule = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService"
    UserAccountServiceModule = "OpenSim.Services.UserAccountService.dll:UserAccountService"


; * This is the new style user service.
; * "Realm" is the table that is used for user lookup.
; * It defaults to "useraccounts", which uses the new style.
; * Realm = "users" will use the legacy tables as an authentication source
; *
[UserAccountService]
    ; for the server connector
    LocalServiceModule = "OpenSim.Services.UserAccountService.dll:UserAccountService"
    ; Realm = "useraccounts"

    ; These are for creating new accounts by the service
    AuthenticationService = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService"
    PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService"
    GridService = "OpenSim.Services.GridService.dll:GridService"
    InventoryService = "OpenSim.Services.InventoryService.dll:XInventoryService"
    AvatarService = "OpenSim.Services.AvatarService.dll:AvatarService"
    GridUserService = "OpenSim.Services.UserAccountService.dll:GridUserService"

    ;; This switch creates the minimum set of body parts and avatar entries for a viewer 2
    ;; to show a default "Ruth" avatar rather than a cloud for a newly created user.
    ;; Default is false
    CreateDefaultAvatarEntries = true

    ;; Allow the service to process HTTP createuser calls.
    ;; Default is false.
    ; AllowCreateUser = false

    ;; Allow the service to process HTTP setaccount calls.
    ;; Default is false.
    ; AllowSetAccount = false


[GridUserService]
    ; for the server connector
    LocalServiceModule = "OpenSim.Services.UserAccountService.dll:GridUserService"


[AgentPreferencesService]
    ; for the server connector
    LocalServiceModule = "OpenSim.Services.UserAccountService.dll:AgentPreferencesService"


[PresenceService]
    ; for the server connector
    LocalServiceModule = "OpenSim.Services.PresenceService.dll:PresenceService"


[AvatarService]
    ; for the server connector
    LocalServiceModule = "OpenSim.Services.AvatarService.dll:AvatarService"


[FriendsService]
    ; for the server connector
    LocalServiceModule = "OpenSim.Services.FriendsService.dll:FriendsService"

[EstateService]
    LocalServiceModule = "OpenSim.Services.EstateService.dll:EstateDataService"

[LibraryService]
    LibraryName = "OpenSim Library"
    DefaultLibrary = "./inventory/Libraries.xml"


[LoginService]
    ; for the server connector
    LocalServiceModule = "OpenSim.Services.LLLoginService.dll:LLLoginService"
    ; for the service
    UserAccountService = "OpenSim.Services.UserAccountService.dll:UserAccountService"
    GridUserService = "OpenSim.Services.UserAccountService.dll:GridUserService"
    AuthenticationService = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService"
    InventoryService = "OpenSim.Services.InventoryService.dll:XInventoryService"
    AvatarService = "OpenSim.Services.AvatarService.dll:AvatarService"
    PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService"
    GridService = "OpenSim.Services.GridService.dll:GridService"
    SimulationService ="OpenSim.Services.Connectors.dll:SimulationServiceConnector"
    LibraryService = "OpenSim.Services.InventoryService.dll:LibraryService"
    UserAgentService = "OpenSim.Services.HypergridService.dll:UserAgentService"
    FriendsService = "OpenSim.Services.FriendsService.dll:FriendsService"

    ; This inventory service will be used to initialize the user's inventory
    HGInventoryServicePlugin = "OpenSim.Services.HypergridService.dll:HGSuitcaseInventoryService"
    HGInventoryServiceConstructorArg = "HGInventoryService"

    ;; Ask co-operative viewers to use a different currency name
    Currency = "R$"

    ;; Set minimum fee to publish classified
    ; ClassifiedFee = 0

    WelcomeMessage = "Welcome, Avatar!"
    AllowRemoteSetLoginLevel = "false"

    ; For V2 map
    MapTileURL = "http://mynetdrive.net:8002/";

    ; Url to search service
     SearchURL = "http://mynetdrive.net:8002/";

    ; For V3 destination guide
    ; DestinationGuide = "${Const|BaseURL}/guide"

    ; For V3 avatar picker (( work in progress ))
    ; AvatarPicker = "${Const|BaseURL}/avatars"

    ; If you run this login server behind a proxy, set this to true
    ; HasProxy = false
    
    ; Defaults for the users, if none is specified in the useraccounts table entry (ServiceURLs)
    ;; If you have GatekeeperURI set under [Hypergrid], no need to set it here, leave it commented
    ; GatekeeperURI = "${Const|BaseURL}:${Const|PublicPort}"

    SRV_HomeURI = "http://mynetdrive.net:8002"
    SRV_InventoryServerURI = "http://mynetdrive.net:8002"
    SRV_AssetServerURI = "http://mynetdrive.net:8002"
    SRV_ProfileServerURI = "http://mynetdrive.net:8002"
    SRV_FriendsServerURI = "http://mynetdrive.net:8002"
    SRV_IMServerURI = "http://mynetdrive.net:8002"
    SRV_GroupsServerURI = "http://mynetdrive.net:8002"

    ;# {DSTZone} {} {Override Daylight Saving Time rules} {* none local} "America/Los_Angeles;Pacific Standard Time"
    ;; Viewers do not receive timezone information from the server - almost all (?) default to Pacific Standard Time
    ;; However, they do rely on the server to tell them whether it's Daylight Saving Time or not.
    ;; Hence, calculating DST based on a different timezone can result in a misleading viewer display and inconsistencies between grids.
    ;; By default, this setting uses various timezone names to calculate DST with regards to the viewer's standard PST.
    ;; Options are
    ;;   "none"     no DST
    ;;   "local"    use the server's only timezone to calculate DST.  This is previous OpenSimulator behaviour.
    ;;   "America/Los_Angeles;Pacific Standard Time" use these timezone names to look up Daylight savings.
    ;;      'America/Los_Angeles' is used on Linux/Mac systems whilst 'Pacific Standard Time' is used on Windows
    DSTZone = "America/Los_Angeles;Pacific Standard Time"


[MapImageService]
    LocalServiceModule = "OpenSim.Services.MapImageService.dll:MapImageService"

    ; Set this if you want to change the default
    ; TilesStoragePath = "maptiles"
    ;
    ; If for some reason you have the AddMapTile service outside the firewall (e.g. ${Const|PublicPort}),
    ; you may want to set this. Otherwise, don't set it, because it's already protected.
    ; GridService = "OpenSim.Services.GridService.dll:GridService"
    ;
    ; Additionally, if you run this server behind a proxy, set this to true
    ; HasProxy = false


[GridInfoService]
    ; 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 login server URI
    login = http://mynetdrive.net:8002/

    ; long grid name: the long name of your grid
    gridname = "Revo Grid"

    ; short grid name: the short name of your grid
    gridnick = "revogrid"

    ; login page: optional: if it exists it will be used to tell the client to use
    ;                       this as splash page
    ;welcome = ${Const|BaseURL}/welcome

    ; helper uri: optional: if it exists it will be used to tell the client to use
    ;                       this for all economy related things
    ;economy = ${Const|BaseURL}/economy

    ; web page of grid: optional: page providing further information about your grid
    ;about = ${Const|BaseURL}/about

    ; account creation: optional: page providing further information about obtaining
    ;                             a user account on your grid
    ;register = ${Const|BaseURL}/register

    ; help: optional: page providing further assistance for users of your grid
    ;help = ${Const|BaseURL}/help

    ; password help: optional: page providing password assistance for users of your grid
    ;password = ${Const|BaseURL}/password

    ; HG address of the gatekeeper, if you have one
    ; this is the entry point for all the regions of the world
    ; gatekeeper = ${Const|BaseURL}:${Const|PublicPort}/

    ; HG user domain, if you have one
    ; this is the entry point for all user-related HG services
     ; uas = http://mynetdrive.net:8002/


[GatekeeperService]
    LocalServiceModule = "OpenSim.Services.HypergridService.dll:GatekeeperService"
    ;; for the service
    UserAccountService = "OpenSim.Services.UserAccountService.dll:UserAccountService"
    UserAgentService = "OpenSim.Services.HypergridService.dll:UserAgentService"
    PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService"
    GridUserService = "OpenSim.Services.UserAccountService.dll:GridUserService"
    GridService = "OpenSim.Services.GridService.dll:GridService"
    AuthenticationService = "OpenSim.Services.Connectors.dll:AuthenticationServicesConnector"
    SimulationService ="OpenSim.Services.Connectors.dll:SimulationServiceConnector"
    ; how does the outside world reach me? This acts as public key too.
    ;; If you have GatekeeperURI set under [Hypergrid], no need to set it here, leave it commented
    ; ExternalName = "${Const|BaseURL}:${Const|PublicPort}"

    ; Does this grid allow incoming links to any region in it?
    ; If false, HG TPs happen only to the Default regions specified in [GridService] section
    AllowTeleportsToAnyRegion = true
    
    ; If you run this gatekeeper server behind a proxy, set this to true
    ; HasProxy = false

    ;; Are foreign visitors allowed?
    ForeignAgentsAllowed = true
    ;;
    ;; If ForeignAgentsAllowed is true, make exceptions using AllowExcept.
    ;; Leave blank or commented for no exceptions.
    ; AllowExcept = "http://griefer.com:8002, http://enemy.com:8002"
    ;;
    ;; If ForeignAgentsAllowed is false, make exceptions using DisallowExcept
    ;; Leave blank or commented for no exceptions.
    ; DisallowExcept = "http://myfriendgrid.com:8002, http://myboss.com:8002"


[UserAgentService]
    LocalServiceModule = "OpenSim.Services.HypergridService.dll:UserAgentService"
    ;; for the service
    GridUserService     = "OpenSim.Services.UserAccountService.dll:GridUserService"
    GridService         = "OpenSim.Services.GridService.dll:GridService"
    GatekeeperService   = "OpenSim.Services.HypergridService.dll:GatekeeperService"
    PresenceService     = "OpenSim.Services.PresenceService.dll:PresenceService"
    FriendsService      = "OpenSim.Services.FriendsService.dll:FriendsService"
    UserAccountService  = "OpenSim.Services.UserAccountService.dll:UserAccountService"

    ; If you run this user agent server behind a proxy, set this to true
    ; HasProxy = false

    ;; If you separate the UserAgentService from the LoginService, set this to
    ;; the IP address of the machine where your LoginService is
    ;LoginServerIP = "127.0.0.1"

    ; User level required to be contacted from other grids
    LevelOutsideContacts = 0

    ;; Restrictions on destinations of local users.
    ;; Are local users allowed to visit other grids?
    ;; What user level? Use variables of this forrm:
    ;; ForeignTripsAllowed_Level_<UserLevel> = true | false
    ;; (the default is true)
    ;; For example:
     ForeignTripsAllowed_Level_0 = true
    ; ForeignTripsAllowed_Level_200 = true ; true is default, no need to say it
    ;;
    ;; If ForeignTripsAllowed is false, make exceptions using DisallowExcept
    ;; Leave blank or commented for no exceptions.
    ; DisallowExcept_Level_0 = "http://myothergrid.com:8002, http://boss.com:8002"
    ;;
    ;; If ForeignTripsAllowed is true, make exceptions using AllowExcept.
    ;; Leave blank or commented for no exceptions.
    ; AllowExcept_Level_200 = "http://griefer.com:8002, http://enemy.com:8002"

    ;; This variable controls what is exposed to profiles of local users
    ;; as seen from outside of this grid. Leave it uncommented for exposing
    ;; UserTitle, UserFlags and the creation date. Uncomment and change to False
    ;; to block this info from being exposed.
     ShowUserDetailsInHGProfile = True


; * The interface that local users get when they are in other grids.
; * This restricts the inventory operations while in other grids.
; * Still not completely safe, especially if users perform inventory operations
; * while in those grids. The more the user accesses his/her inventory, the more
; * those simulators will know about the user's inventory.
; *
[HGInventoryService]
    ; For the InventoryServiceInConnector
    LocalServiceModule    = "OpenSim.Services.HypergridService.dll:HGSuitcaseInventoryService"
    ;; alternatives:
    ;;  HG1.5, more permissive, not recommended, but still supported
    ;LocalServiceModule    = "OpenSim.Services.HypergridService.dll:HGInventoryService"
    ;;  HG1.0, totally permissive, not recommended, but OK for grids with 100% trust
    ;LocalServiceModule    = "OpenSim.Services.InventoryService.dll:XInventoryService"

    UserAccountsService = "OpenSim.Services.UserAccountService.dll:UserAccountService"
    AvatarService = "OpenSim.Services.AvatarService.dll:AvatarService"

    ; HGInventoryService is a public-facing inventory service that allows users to
    ; interact with their suitcase folder when on a foreign grid.  This reuses the general inventory service connector.
    ; Hence, if the user has set up authentication in [Network] to protect their private services
    ; make sure it is not set here.
    AuthType = None

    ;; Can overwrite the default in [Hypergrid], but probably shouldn't
     HomeURI = "http://mynetdrive.net:8002"


; * The interface that local users get when they are in other grids.
; * This restricts the access that the rest of the world has to
; * the assets of this world.
; *
[HGAssetService]
    LocalServiceModule = "OpenSim.Services.HypergridService.dll:HGAssetService"
    UserAccountsService = "OpenSim.Services.UserAccountService.dll:UserAccountService"

    ; HGAssetService is a public-facing service that allows users to  
    ; read and create assets when on another grid.  This reuses the general asset service connector.
    ; Hence, if the user has set up authentication in [Network] to protect their private services
    ; make sure it is overriden for this public service.
    AuthType = None

    ;; Can overwrite the default in [Hypergrid], but probably shouldn't
     HomeURI = "http://mynetdrive.net:8002"

    ;; The asset types that this grid can export to / import from other grids.
    ;; Comma separated.
    ;; Valid values are all the asset types in OpenMetaverse.AssetType, namely:
    ;; Unknown, Texture, Sound, CallingCard, Landmark, Clothing, Object, Notecard, LSLText,
    ;; LSLBytecode, TextureTGA, Bodypart, SoundWAV, ImageTGA, ImageJPEG, Animation, Gesture, Mesh
    ;;
    ;; Leave blank or commented if you don't want to apply any restrictions.
    ;; A more strict, but still reasonable, policy may be to disallow the exchange
    ;; of scripts, like so:
    ; DisallowExport ="LSLText"
    ; DisallowImport ="LSLBytecode"


[HGFriendsService]
    LocalServiceModule = "OpenSim.Services.HypergridService.dll:HGFriendsService"
    UserAgentService = "OpenSim.Services.HypergridService.dll:UserAgentService"
    FriendsService = "OpenSim.Services.FriendsService.dll:FriendsService"
    UserAccountService = "OpenSim.Services.UserAccountService.dll:UserAccountService"
    GridService = "OpenSim.Services.GridService.dll:GridService"
    PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService"


[HGInstantMessageService]
    LocalServiceModule  = "OpenSim.Services.HypergridService.dll:HGInstantMessageService"
    GridService         = "OpenSim.Services.GridService.dll:GridService"
    PresenceService     = "OpenSim.Services.PresenceService.dll:PresenceService"
    UserAgentService    = "OpenSim.Services.HypergridService.dll:UserAgentService"
    ; This should always be true in the Robust config
    InGatekeeper = True


[Messaging]
    ; OfflineIM
    OfflineIMService = "OpenSim.Addons.OfflineIM.dll:OfflineIMService"


[Groups]
    ;; for the HG Groups service
    OfflineIMService = "OpenSim.Addons.OfflineIM.dll:OfflineIMService"
    UserAccountService = "OpenSim.Services.UserAccountService.dll:UserAccountService"

    ;; What is the HomeURI of users associated with this grid?
    ;; Can overwrite the default in [Hypergrid], but probably shouldn't
     HomeURI = "http://mynetdrive.net:8002"

    ;; Sets the maximum number of groups an agent may join
     MaxAgentGroups = 42


[UserProfilesService]
    LocalServiceModule = "OpenSim.Services.UserProfilesService.dll:UserProfilesService"
    Enabled = true
    ;; Configure this for separate profiles database
    ;; ConnectionString = "Data Source=localhost;Database=simbank;User ID=opensim;Password=*****;Old Guids=true;"
    ;; Realm = UserProfiles
    UserAccountService = OpenSim.Services.UserAccountService.dll:UserAccountService
    AuthenticationServiceModule = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService"


[BakedTextureService]
    LocalServiceModule = "OpenSim.Server.Handlers.dll:XBakes"
    ;; This directory must be writable by the user ROBUST runs as. It will be created automatically.
    BaseDirectory = "./bakes"
Zitieren
#30
Code:
; The URL of the Robust server
   BaseURL = "http://127.0.0.1"
Ich denke mal da sollte deine URL rein.

Code:
; Region_Welcome_Area = "DefaultRegion, FallbackRegion"
Statt "Region_welcome_Area", "Region_Name_deiner_Startregion". Und das semikolon weg.
Zitieren


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