Guia conectar un sim al grid
De Contextos
Conectar nuestro sim al OSGRID nos permite abrirlo a nuestros amigos sin el problema que nos ocasionaría el ancho de banda disponible para nuestro ordenador, que hace inviable el recibir a nadie pues el lag lo hace inviable.
Ver imagen: (http://www.postimage.org/image.php?v=aVfKErJ)
Los pasos son:
a) te creas una cuenta en OSGrid (OSG para abreviar)
b) bajais el ejecutable del hippo visor (lo recomiendo) (http://forge.opensimulator.org/gf/project/opensim-viewer/frs/)
b) bajas los binarios de OpenSim (OS) desde aqui: http://builds.opensimulator.org/
c) Hay que editar el fichero Opensim.ini que esta en la carpeta bin y poneis los siguientes valores en los sitios adecuados (al final de este tocho-post pongo el opensim.ini configurado para que podais copiarlo y sustituir al que tengais, pero conviene que lo leais y entendais los cambios realizados):
gridmode = true
asset_database = "grid" (poned ; delante de lo que pone por defecto: asset_database = "local" , y se los quitais a asset_database = "grid")
see_into_this_sim_from_neighbor = True (ya deberia etar asi el Opensim.ini por defecto)
serverside_object_permissions = True (ya deberia etar asi el Opensim.ini por defecto)
grid_server_url = "http://osgrid.org:8001" grid_send_key = "1234" grid_recv_key = "1234"
user_server_url = "http://osgrid.org:8002" user_send_key = "1234" user_recv_key = "1234"
asset_server_url = "http://osgrid.org:8003"
inventory_server_url = "http://osgrid.org:8004"
Supongamos que nuestros datos son (vamos a usar mi sim, por ejemplo):
- Nombre del usuario: Albert Opensiml
- IP externa de nuestra máquina, conseguida mediante por ejemplo "cual es mi IP": 100.100.100.100
- Nombre de la región que le quiero dar: SombraLAnd
- las coordenadas que he conseguido encontrar libres son: (10005,10001)
Ejecutamos opensim.ini, y cuando pregunta el nombre de la región ponemos "SombraLand", cuando pide la ip exerna, ponemos 100.100.100.100, luego el usuario y clave con la que nos hemos registrado e OSG. Arranca la consola y se conecta al OSG, ocupando con nuestro sim las coordenadas asignadas. Con eso ya podríamos conectarnos, pero vamos a verificarlo antes.
Vamos a regiones y editamos la region dafult
Deberia poner:
<Root> <Config sim_UUID="11cab3da08f94a4f90f143813c6e545c" sim_name="SombraLand" sim_location_x="1111" sim_location_y="1111" internal_ip_address="0.0.0.0" internal_ip_port="9000" external_host_name="100.100.100.100" master_avatar_first="Albert" master_avatar_last="Opensim" master_avatar_pass="la clave que hayais puesto" /> </Root>
Si no fuera si, corregidlo.
Ahora vais a OSG, os logueais con la cuenta que creasteis, haceis click en el botón de "Change Account" y ahora tendreis accesible, en la lista desplegable de regiones, la vuestra. La seleccionais.
ahora arrancais el Hippo OpenSim Viewr, y (mirad la captura que adjunto), SombraLAnd aparece como una region seleccionable, entre Snow Breeze y Sound District Berlín.
Image
Lo habitual es aparecer bajo el agua. Podeis elegir entre elevar el terreno con los comandos habituales, o cargar un fichero .raw
Espero que estas breves notas aclaren el tema
=========================================
OPENSIM.INI CONFIGURADO PARA COPIAR Y SUSTITUIR AL QUE TENGAIS
=========================================
[Startup]
- Set this to true if you are connecting your OpenSimulator regions to a grid
- Set this to false if you are running OpenSimulator in standalone mode
gridmode = true
- Enables EventQueueGet Service.
EventQueue = true
- Set this to the DLL containig the client stack to use.
clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
- ##
- ## REGIONS
- ##
- Determine where OpenSimulator looks for the files which tell it which regions to server
- Defaults to "filesystem" if this setting isn't present
region_info_source = "filesystem"
- region_info_source = "web"
- Determines where the region XML files are stored if you are loading these from the filesystem.
- Defaults to bin/Regions in your OpenSimulator installation directory
- regionload_regionsdir="C
- \somewhere\xmlfiles\"
- Determines the page from which regions xml is retrieved if you are loading these from the web
- The XML here has the same format as it does on the filesystem (including the <Root> tag),
- except that everything is also enclosed in a <Regions> tag.
- regionload_webserver_url = "http://example.com/regions.xml";
- Draw objects on maptile. This step might take a long time if you've got a huge amount of
- objects, so you can turn it off here if you'd like.
DrawPrimOnMapTile = true
- Use terrain texture for maptiles if true, use shaded green if false
TextureOnMapTile = true
- Maximum total size, and maximum size where a prim can be physical
NonPhysicalPrimMax = 256 PhysicalPrimMax = 100
- ##
- ## STORAGE
- ##
- *** Prim Storage - only leave one storage_plugin uncommented ***
- --- Null stores nothing - effectively disabling persistence
- storage_plugin = "OpenSim.Data.Null.dll"
- --- To use sqlite as region storage
storage_plugin = "OpenSim.Data.SQLite.dll" storage_connection_string="URI=file:OpenSim.db,version=3";
- --- To use MySQL storage, supply your own connectionstring (this is only an example)
- note that the supplied account needs create privilegies if you want it to auto-create needed tables.
- storage_plugin="OpenSim.Data.MySQL.dll"
- storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
- If you want to use a different database/server for estate data, then
- uncomment and change this connect string. Defaults to the above if not set
- estate_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
- Select whether you want to use local or grid asset storage.
- If you're running in standalone, you definitely want local, since there is no grid (hence this is redundant, and should
- really be eliminated). The database itself is defined in asset_plugin below
- If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
- grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
- locally. This will mean you won't be able to take items using your assets to other people's regions.
- asset_database = "local"
asset_database = "grid"
- Should avatars in neighbor sims see objects in this sim?
see_into_this_sim_from_neighbor = True
- ##
- ## PHYSICS
- ##
- Select a mesher here. ZeroMesher is save and fast.
- ZeroMesher also means that the physics engine models the physics of prims
- sticking to the basic shapes the engine does support. Usually this is only a box.
- Meshmerizer gives a better handling of complex prims by using triangle meshes.
- Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
- meshing = ZeroMesher
meshing = Meshmerizer
- Choose one of the physics engines below
- physics = basicphysics
- physics = POS
physics = OpenDynamicsEngine
- physics = modified_BulletX
startup_console_commands_file = "startup_commands.txt"
shutdown_console_commands_file = "shutdown_commands.txt"
- permissionmodules = "DefaultPermissionsModule"
serverside_object_permissions = true allow_grid_gods = true
- This allows somne control over permissions
- please note that this still doesn't duplicate SL, and is not intended to
- region_owner_is_god = true
- parcel_owner_is_god = true
- if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true.
physical_prim = true
- To run a script every few minutes, set the script filename here
- timer_Script = "filename"
- ##
- ## ScriptEngine
- ##
DefaultScriptEngine = "ScriptEngine.DotNetEngine"
- DefaultScriptEngine = "XEngine"
- ##
- ## World Map
- ##
- WorldMapModule = "WorldMap"
- MapImageModule = "MapImageModule"
[StandAlone] accounts_authenticate = true welcome_message = "http://dgpgrid.octopis.com"
- Asset database provider
asset_plugin = "OpenSim.Data.SQLite.dll"
- asset_plugin = "OpenSim.Data.MySQL.dll" ; for mysql
- asset_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
- the Asset DB source. This only works for sqlite, mysql, and nhibernate for now
- Asset Source SQLite example
- asset_source = "URI=file
- Asset.db,version=3"
- Asset Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
- asset_source = "SQLiteDialect;SqliteClientDriver;URI=file
- Asset.db,version=3"
- Asset Source MySQL example
- asset_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
- Inventory database provider
inventory_plugin = "OpenSim.Data.SQLite.dll"
- inventory_plugin = "OpenSim.Data.MySQL.dll"
- inventory_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
- Inventory Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
- inventory_source = "SQLiteDialect;SqliteClientDriver;URI=file
- Inventory.db,version=3"
- Inventory Source MySQL example
- inventory_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
- User Data Database provider
userDatabase_plugin = "OpenSim.Data.SQLite.dll"
- userDatabase_plugin = "OpenSim.Data.MySQL.dll"
- userDatabase_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
- User Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING)
- user_source = "SQLiteDialect;SqliteClientDriver;URI=file
- User.db,version=3"
- User Source MySQL example
- user_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
default_location_x = 1000 default_location_y = 1000 dump_assets_to_file = false
[Network]
http_listener_port = 9000
remoting_listener_port = 8895
- ssl config
- Experimental! The auto https config only really works definately on windows XP now
- you need a Cert Request/Signed pair installed in the MY store with the CN specified below
- you can use https on other platforms, but you'll need to configure the httpapi yourself for now
http_listener_ssl = false ; Also create a SSL server http_listener_cn = "localhost" ; Use the cert with the common name http_listener_sslport = 9001 ; Use this port for SSL connections http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer
- Uncomment below to enable llRemoteData/remote channels
- remoteDataPort = 20800
grid_server_url = "http://osgrid.org:8001" grid_send_key = "1234" grid_recv_key = "1234"
user_server_url = "http://osgrid.org:8002" user_send_key = "1234" user_recv_key = "1234"
asset_server_url = "http://osgrid.org:8003"
inventory_server_url = "http://osgrid.org:8004"
[Chat]
whisper_distance = 10
say_distance = 30
shout_distance = 100
[ODEPhysicsSettings]
- World Settings
- Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s
world_gravityx = 0 world_gravityy = 0 world_gravityz = -9.8
- World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
- reference
- fps = (0.09375/ODE_STEPSIZE) * 1000;
world_stepsize = 0.020 world_internal_steps_without_collisions = 10
- World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
world_hashspace_size_low = -4 world_hashSpace_size_high = 128
- Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
meters_in_small_space = 29.9 small_hashspace_size_low = -4 small_hashspace_size_high = 66
- ##
- ## Contact properties. (the stuff that happens when things come in contact with each other)
- ##
- surface layer around geometries other geometries can sink into before generating a contact
world_contact_surface_layer = 0.001
- Non Moving Terrain Contact (avatar isn't moving)
nm_terraincontact_friction = 255.0 nm_terraincontact_bounce = 0.1 nm_terraincontact_erp = 0.1025
- Moving Terrain Contact (avatar is moving)
m_terraincontact_friction = 75.0 m_terraincontact_bounce = 0.05 m_terrainContact_erp = 0.05025
- Moving Avatar to object Contact
m_avatarobjectcontact_friction = 75.0 m_avatarobjectcontact_bounce = 0.1
- Object to Object Contact and Non-Moving Avatar to object
objectcontact_friction = 250.0 objectcontact_bounce = 0.2
- ##
- ## Avatar Control
- ##
- PID Controller Settings. These affect the math that causes the avatar to reach the
- desired velocity
- See http://en.wikipedia.org/wiki/PID_controller
av_pid_derivative_linux = 3200.0 av_pid_proportional_linux = 1400.0
av_pid_derivative_win = 2200.0 av_pid_proportional_win = 900.0;
- girth of the avatar. Adds radius to the height also
av_capsule_radius = 0.37
- Max force permissible to use to keep the avatar standing up straight
av_capsule_standup_tensor_win = 550000 av_capsule_standup_tensor_linux = 2000000
- used to calculate mass of avatar.
- float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
- av_density * AVvolume;
av_density = 80
- use this value to cut 52% of the height the sim gives us
av_height_fudge_factor = 0.52
- Movement. Smaller is faster.
- speed of movement with Always Run off
av_movement_divisor_walk = 1.3
- speed of movement with Always Run on
av_movement_divisor_run = 0.8
- ##
- ## Object options
- ##
- used in the mass calculation.
geometry_default_density = 10.000006836
- amount of ODE steps where object is non moving for ODE to automatically put it to sleep
body_frames_auto_disable = 20
- used to control llMove2Target
body_pid_derivative = 35 body_pid_gain = 25
- amount of time a geom/body will try to cross a region border before it gets disabled
geom_crossing_faiures_before_outofbounds = 5
- start throttling the object updates if object comes in contact with 3 or more other objects
geom_contactpoints_start_throttling = 3
- send 1 update for every x updates below when throttled
geom_updates_before_throttled_update = 15
- Used for llSetStatus. How rigid the object rotation is held on the axis specified
body_motor_joint_maxforce_tensor_linux = 2 body_motor_joint_maxforce_tensor_win = 5
- ##
- ## Sculpted Prim settings
- ##
- Do we want to mesh sculpted prim to collide like they look?
mesh_sculpted_prim = true
- number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
mesh_lod = 32
- number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
mesh_physical_lod = 16
- ##
- ## Physics logging settings - logfiles are saved to *.DIF files
- ##
- physics_logging = true
- every n simulation iterations, the physics snapshot file is updated
- physics_logging_interval = 50
- append to existing physics logfile, or overwrite existing logfiles?
- physics_logging_append_existing_logfile = true
[RemoteAdmin]
enabled = false
access_password = unknown
- the create_region XmlRpc call uses region_file_template to generate
- the file name of newly create regions (if they are created
- persistent). the parameter available are
- {0} - X location
- {1} - Y location
- {2} - region UUID
- {3} - region port
- {4} - region name with " ", "
- ", "/" mapped to "_"
region_file_template = "{0}x{1}-{2}.xml"
[RestPlugins]
- Change this to true to enable REST Plugins. This must be true if you wish to use
- REST Region or REST Asset and Inventory Plugins
enabled = false god_key = SECRET prefix = /admin
[RestRegionPlugin]
- Change this to true to enable the REST Region Plugin
enabled = false
[RestHandler]
- Change this to true to enable the REST Asset and Inventory Plugin
enabled = false authenticate=true secured=true extended-escape=true realm=OpenSim REST dump-asset=false path-fill=true dump-line-size=32 flush-on-error=true
- Uncomment the following for IRC bridge
- experimental, so if it breaks... keep both parts... yada yada
- also, not good error detection when it fails
- [IRC]
- enabled = true ; you need to set this otherwise it won't connect
- server = name.of.irc.server.on.the.net
- nick = OpenSimBotNameProbablyMakeThisShorter
- channel = #the_irc_channel_you_want_to_connect_to
- port = 6667
- channel to listen for configuration updates
- commandchannel = 2777
- 0 for no control messages, 2 for all control messages
- verbosity = 1
- bridging connections
- outchannel -- channel to send messages out to the IRC bridge
- inchannel -- channel to receive message from the IRC bridge
- access_password -- simple security device
- inchannel = 2226
- outchannel = 2225
- access_password = foobar
- fallback_region = name of "default" region
- useworldcomm = true will send IRC chat over the inchannel, false (default) will broadcast to all agents in the region
- useworldcomm = true
- MSGformat fields
- 0=botnick, 1=user, 2=region, 3=message
- must start with "PRIVMSG {0}
- " or irc server will get upset
- for <bot>
- <user in region> :<message>
- msgformat = "PRIVMSG {0}
- <{1} in {2}>: {3}"
- for <bot>
- <message> - <user of region> :
msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
- for <bot>
- <message> - from <user> :
- msgformat = "PRIVMSG {0}
- {3} - from {1}"
- Uncomment the following for experiment in world versioning
- support. This is so experimental at this point that I'm not going
- to explain it further, you'll need to read the source code
- [CMS]
- enabled = true
- channel = 345
[Voice]
- PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs
enabled = false
- This is not supported by the SLViewer right now and
- hardcoded within the SL Viewer. Maybe it will be
- changed in future. Smile
account_management_server = https://www.bhr.vivox.com/api2
- Global SIP Server for conference calls
sip_domain = testserver.com
[AsteriskVoice]
- PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs
enabled = false
- SIP account server domain
sip_domain = testserver.com
- SIP conf server domain
conf_domain = testserver.com
- URL of the asterisk opensim frontend
asterisk_frontend = http://testserver.com:49153/
- password for the asterisk frontend XmlRpc calls
asterisk_password = bah-humbug
- timeout for XmlRpc calls to asterisk front end (in ms)
asterisk_timeout = 3000
- salt for asterisk nonces
asterisk_salt = paluempalum
- Uncomment the following to control the progression of daytime
- in the Sim. The defaults are what is shown below
- [Sun]
- number of wall clock hours for an opensim day. 24.0 would mean realtime
- day_length = 0.5
- send a Sun update ever frame_rate # of frames. A lower number will
- make for smoother sun transition at the cost of network
- frame_rate = 100
[ScriptEngine.DotNetEngine]
Enabled = true
- These settings are specific to DotNetEngine script engine
- Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file.
- When a script receives an event the event is queued.
- Any free thread will start executing this event. One script can only have one event executed simultaneously.
- If you have only one thread, and one script has a loop or does a lot of work, then no other scripts can run at the same time.
- Same if you have 10 threads, then only 10 scripts can be run simultaneously.
- But because most scripts exit after their task, the threads are free to go on to the next script.
- Refresh ScriptEngine config options (these settings) every xx seconds
- 0 = Do not refresh
- Set it to number of seconds between refresh, for example 30.
- Will allow you to change ScriptEngine settings while server is running just by using "CONFIG SET" on console
- For example to increase or decrease number of threads
- CONFIG SET NumberOfScriptThreads 10
- NOTE! Disabled for now. Feature does not work.
RefreshConfig=0
- Number of threads to use for script event execution
- Threads are shared across all regions
NumberOfScriptThreads=2
- Script event execution thread priority inside application.
- Valid values
- Lowest, BelowNormal, Normal, AboveNormal, Highest
ScriptThreadPriority=BelowNormal
- How long MAX should a script event be allowed to run (per event execution)?
- Do not set this too low (like 50ms) as there are some time wasted in simply executing a function
- There is also a small speed penalty for every kill that is made
MaxEventExecutionTimeMs=5000
- Should we enable the max script event execution thread to look for scripts that exceed their timeslice?
EnforceMaxEventExecutionTime=true
- Should we stop the script completely when time exceeds?
- This is useful if you have a high <MaxEventExecutionTimeMs> and want to deactivate scripts that go wrong
- Note that for example physics engine can slow down the system and make scripts spend more time
DeactivateScriptOnTimeout=false
- If no scripts have executed in this pass how long should we sleep before checking again
- Impact
- Too low and you will waste lots of CPU
- Too high and people touching object or similar will have to wait up to this amount of time before script responding
SleepTimeIfNoScriptExecutionMs=50
- AppDomains are used for two things
- * Security
- Scripts inside AppDomains are limited in permissions.
- * Script unloading
- When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded.
- AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims).
- Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
ScriptsPerAppDomain=1
- MaintenanceLoop
- How often to run maintenance loop
- Maintenance loop is doing
- script compile/load, script unload, reload config, adjust running config and enforce max execution time
MaintenanceLoopms=50
- How many maintenanceloops between each of these.
- (if 2 then function will be executed every MaintenanceLoopms*2 ms)
- Script loading/unloading
- How long load/unload thread should sleep if there is nothing to do
- Higher value makes it respond slower when scripts are added/removed from prims
- But once active it will process all in queue before sleeping again
MaintenanceLoopTicks_ScriptLoadUnload=1
- Other tasks
- check if we need to reload config, adjust running config and enforce max execution time
MaintenanceLoopTicks_Other=10
- Maximum number of items in load/unload queue before we start rejecting loads
- Note that we will only be rejecting load. Unloads will still be able to queue.
LoadUnloadMaxQueueSize=100
- Maximum number of (LSL) events that can be queued before new events are ignored.
EventExecutionMaxQueueSize=300
- Async LL command sleep
- If no async LL commands are waiting, how long should thread sleep before checking again
- Async LL commands are LSL-commands that causes an event to be fired back with result
AsyncLLCommandLoopms=50
- When script is converted from LSL to C#, or just plain compiled, a copy of the script source will be put in the ScriptEngine folder
WriteScriptSourceToDebugFile=true
- Specify default script compiler
- If you do not specify //cs, //vb, //js or //lsl tag as the first characters of your script then the default compiler will be chosen
- Valid languages are
- lsl, cs, js and vb
DefaultCompileLanguage=lsl
- Specify what compilers are allowed to be used
- Note vb only works on Windows for now (Mono lacks VB compile support)
- Valid languages are
- lsl, cs, js and vb
AllowedCompilers=lsl,cs,js,vb
- Compile scripts with debugging
- Probably a thousand times slower, but gives you a line number when something goes wrong.
CompileWithDebugInformation=true
- Remove old scripts on next startup
CleanUpOldScriptsOnStartup=true
[LL-Functions]
- Set the following to true to allow administrator owned scripts to execute console commands
AllowosConsoleCommand=false
AllowGodFunctions = false
ScriptDelayFactor = 1.0 ScriptDistanceLimitFactor = 1.0
- Maximum number of llListen events we allow per script
- Set this to 0 to have no limit imposed.
max_listens_per_script = 64
[DataSnapshot]
- The following set of configs pertains to search.
- Set index_sims to true to enable search engines to index your searchable data
- If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
index_sims = false
- The variable data_exposure controls what the regions expose
- minimum
- exposes only things explicitly marked for search
- all
- exposes everything
data_exposure = minimum
- If search is on, change this to your grid name; will be ignored for standalones
gridname = "OSGrid"
- Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.
- Later, you may want to increase this to 3600 (1 hour) or more
default_snapshot_period = 1200
- This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
snapshot_cache_directory = "DataSnapshot"
- This semicolon-separated string serves to notify specific data services about the existence
- of this sim. Uncomment if you want to index your data with this and/or other search providers.
- data_services="http://metaverseink.com/cgi-bin/register.py"
[Economy]
- These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only -
- In grid mode, use this currency XMLRPC server. Leave blank for normal functionality
CurrencyServer = ""
- In grid mode, this is the land XMLRPC server. Leave blank for normal functionality
LandServer = ""
- 45000 is the highest value that the sim could possibly report because of protocol constraints
ObjectCapacity = 45000
- Money Unit fee to upload textures, animations etc
PriceUpload = 0
- Money Unit fee to create groups
PriceGroupCreate = 0
- This is the account Money goes to for fees. Remember, economy requires that money circulates somewhere... even if it's an upload fee
EconomyBaseAccount = 00000000-0000-0000-0000-000000000000
- This is the type of user that will pay fees.
- Set this to 2 for users, estate managers and Estate Owners
- Set this to 1 for Users and Estate Managers
- Set this to 0 for Users only.
- -1 disables
UserLevelPaysFees = -1
- Amount to give to user as a stipend
UserStipend = 1000
- When a user gets low on money units and logs off, then logs back on, issue a new stipend if they have less money units then this
- amount. Be aware that the account money isn't stored anywhere so users will get a stipend if you restart the simulator
IssueStipendWhenClientIsBelowAmount = 10
- If this is true, the simulator will remember account balances until the simulator is shutdown or restarted.
KeepMoneyAcrossLogins = true
- We don't really know what the rest of these values do. These get sent to the client
- These taken from Agni at a Public Telehub. Change at your own risk.
ObjectCount = 0 PriceEnergyUnit = 100 PriceObjectClaim = 10 PricePublicObjectDecay = 4 PricePublicObjectDelete = 4 PriceParcelClaim = 1 PriceParcelClaimFactor = 1
PriceRentLight = 5 TeleportMinPrice = 2 TeleportPriceExponent = 2 EnergyEfficiency = 1 PriceObjectRent = 1 PriceObjectScaleFactor = 10 PriceParcelRent = 1
[SVN]
Enabled = false
Directory = SVNmodule\repo
URL = "svn://your.repo.here/"
Username = "user"
Password = "password"
ImportOnStartup = false
Autosave = false
AutoSavePeriod = 15 ; Number of minutes between autosave backups
[XEngine]
- Enable this engine in this OpenSim instance
Enabled = true
- How many threads to keep alive even if nothing is happening
MinThreads = 2
- How many threads to start at maximum load
MaxThreads = 100
- Time a thread must be idle (in seconds) before it dies
IdleTimeout = 60
- Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
Priority = "BelowNormal"
- Maximum number of events to queue for a script (excluding timers)
MaxScriptEventQueue = 300
- Stack size per thread created
ThreadStackSize = 262144
- Rate to poll for asynchronous command replies (ms)
AsyncLLCommandLoopms = 50
- Save the source of all compiled scripts
WriteScriptSourceToDebugFile = false
- Default language for scripts
DefaultCompileLanguage = lsl
- List of allowed languages (lsl,vb,js,cs)
AllowedCompilers = lsl,vb,js,cs
- Compile debug info (line numbers) into the script assemblies
CompileWithDebugInformation = true
- Allow the use of os* functions (some are dangerous)
AllowOSFunctions = false
- Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
OSFunctionThreatLevel = VeryLow
- Interval (s) between background save of script states
SaveInterval = 120
- Interval (s) between maintenance runs (0 = disable)
MaintenanceInterval = 10
- Time a script can spend in an event handler before it is interrupted
EventLimit = 30
- If a script overruns it's event limit, kill the script?
KillTimedOutScripts = false
- Sets the multiplier for the scripting delays
ScriptDelayFactor = 1.0
- The factor the 10 m distances llimits are multiplied by
ScriptDistanceLimitFactor = 1.0
- OS Functions enable/disable
- For each function, you can add one line, as shown
- true is the default for all functions, and allows them if below threat level
- Allow_osSetRegionWaterHeight = true
- false disables the function completely
- Allow_osSetRegionWaterHeight = false
- Comma separated list of UUIDS allows the function for that list of UUIDS
- Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb
[GridInfo]
- These settings are used to return information on a get_grid_info call.
- Client launcher scripts and third-party clients make use of this to
- autoconfigure the client and to provide a nice user experience. If you
- want to facilitate that, you should configure the settings here according
- to your grid or standalone setup.
- See http://opensimulator.org/wiki/GridInfo
- login uri
- for grid this is the user server URI
login = http://127.0.0.1:9000/
- long grid name
- the long name of your grid
gridname = "the lost continent of hippo"
- short grid name
- the short name of your grid
gridnick = "hippogrid"
- login page
- optional: if it exists it will be used to tell the client to use
- this as splash page
welcome = http://127.0.0.1/welcome
- helper uri
- optional: if it exists if will be used to tell the client to use
- this for all economy related things
economy = http://127.0.0.1:9000/
- web page of grid
- optional: page providing further information about your grid
about = http://127.0.0.1/about/
- account creation
- optional: page providing further information about obtaining
- a user account on your grid
register = http://127.0.0.1/register
- help
- optional: page providing further assistance for users of your grid
help = http://127.0.0.1/help
- password help
- optional: page providing password assistance for users of your grid
password = http://127.0.0.1/password
- These are the settings for the Open Grid Protocol.. the Agent Domain, Region Domain, you know..
[OpenGridProtocol]
- On/true or Off/false
ogp_enabled=false
- Name Prefix/suffix when using OGP
ogp_firstname_prefix="" ogp_lastname_suffix="_EXTERNAL"
[Concierge]
- enable = true
enabled = false
- name of the concierge
whoami = "the go-fer"
- regex specifying for which regions concierge service is desired; if
- empty, then for all
regions = "^MeetingSpace-"
Con estas instrucciones creo que podréis realizar la conexión sin demasiadas dificultades.

