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]

    1. 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 = ""

"http://192.168.1.127/currency.php"
In grid mode, this is the land XMLRPC server. Leave blank for normal functionality

LandServer = ""

"http://192.168.1.127/landtool.php"
45000 is the highest value that the sim could possibly report because of protocol constraints

ObjectCapacity = 45000

Money Unit fee to upload textures, animations etc

PriceUpload = 0

Money Unit fee to create groups

PriceGroupCreate = 0

This is the account Money goes to for fees. Remember, economy requires that money circulates somewhere... even if it's an upload fee

EconomyBaseAccount = 00000000-0000-0000-0000-000000000000

This is the type of user that will pay fees.
Set this to 2 for users, estate managers and Estate Owners
Set this to 1 for Users and Estate Managers
Set this to 0 for Users only.
-1 disables

UserLevelPaysFees = -1

Amount to give to user as a stipend

UserStipend = 1000

When a user gets low on money units and logs off, then logs back on, issue a new stipend if they have less money units then this
amount. Be aware that the account money isn't stored anywhere so users will get a stipend if you restart the simulator

IssueStipendWhenClientIsBelowAmount = 10

If this is true, the simulator will remember account balances until the simulator is shutdown or restarted.

KeepMoneyAcrossLogins = true

We don't really know what the rest of these values do. These get sent to the client
These taken from Agni at a Public Telehub. Change at your own risk.

ObjectCount = 0 PriceEnergyUnit = 100 PriceObjectClaim = 10 PricePublicObjectDecay = 4 PricePublicObjectDelete = 4 PriceParcelClaim = 1 PriceParcelClaimFactor = 1

PriceRentLight = 5 TeleportMinPrice = 2 TeleportPriceExponent = 2 EnergyEfficiency = 1 PriceObjectRent = 1 PriceObjectScaleFactor = 10 PriceParcelRent = 1


[SVN] Enabled = false Directory = SVNmodule\repo URL = "svn://your.repo.here/" Username = "user" Password = "password" ImportOnStartup = false Autosave = false AutoSavePeriod = 15 ; Number of minutes between autosave backups


[XEngine]

Enable this engine in this OpenSim instance

Enabled = true

How many threads to keep alive even if nothing is happening

MinThreads = 2

How many threads to start at maximum load

MaxThreads = 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.


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