forked from Mirrorlandia_minetest/minetest
f2e62298a5
"Deprecated" means that something is still in use, but is unsupported and needs to be removed. "Obsolete" means it is already out of use.
565 lines
16 KiB
Plaintext
565 lines
16 KiB
Plaintext
=============================
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Minetest World Format 22...27
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=============================
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This applies to a world format carrying the block serialization version
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22...27, used at least in
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- 0.4.dev-20120322 ... 0.4.dev-20120606 (22...23)
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- 0.4.0 (23)
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- 24 was never released as stable and existed for ~2 days
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- 27 was added in 0.4.15-dev
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The block serialization version does not fully specify every aspect of this
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format; if compliance with this format is to be checked, it needs to be
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done by detecting if the files and data indeed follows it.
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Files
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======
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Everything is contained in a directory, the name of which is freeform, but
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often serves as the name of the world.
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Currently the authentication and ban data is stored on a per-world basis.
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It can be copied over from an old world to a newly created world.
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World
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|-- auth.txt ----- Authentication data
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|-- auth.sqlite -- Authentication data (SQLite alternative)
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|-- env_meta.txt - Environment metadata
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|-- ipban.txt ---- Banned ips/users
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|-- map_meta.txt - Map metadata
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|-- map.sqlite --- Map data
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|-- players ------ Player directory
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| |-- player1 -- Player file
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| '-- Foo ------ Player file
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`-- world.mt ----- World metadata
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auth.txt
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---------
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Contains authentication data, player per line.
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<name>:<password hash>:<privilege1,...>
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Legacy format (until 0.4.12) of password hash is <name><password> SHA1'd,
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in the base64 encoding.
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Format (since 0.4.13) of password hash is #1#<salt>#<verifier>, with the
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parts inside <> encoded in the base64 encoding.
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<verifier> is an RFC 2945 compatible SRP verifier,
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of the given salt, password, and the player's name lowercased,
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using the 2048-bit group specified in RFC 5054 and the SHA-256 hash function.
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Example lines:
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- Player "celeron55", no password, privileges "interact" and "shout":
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celeron55::interact,shout
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- Player "Foo", password "bar", privilege "shout", with a legacy password hash:
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foo:iEPX+SQWIR3p67lj/0zigSWTKHg:shout
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- Player "Foo", password "bar", privilege "shout", with a 0.4.13 pw hash:
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foo:#1#hPpy4O3IAn1hsNK00A6wNw#Kpu6rj7McsrPCt4euTb5RA5ltF7wdcWGoYMcRngwDi11cZhPuuR9i5Bo7o6A877TgcEwoc//HNrj9EjR/CGjdyTFmNhiermZOADvd8eu32FYK1kf7RMC0rXWxCenYuOQCG4WF9mMGiyTPxC63VAjAMuc1nCZzmy6D9zt0SIKxOmteI75pAEAIee2hx4OkSXRIiU4Zrxo1Xf7QFxkMY4x77vgaPcvfmuzom0y/fU1EdSnZeopGPvzMpFx80ODFx1P34R52nmVl0W8h4GNo0k8ZiWtRCdrJxs8xIg7z5P1h3Th/BJ0lwexpdK8sQZWng8xaO5ElthNuhO8UQx1l6FgEA:shout
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- Player "bar", no password, no privileges:
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bar::
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auth.sqlite
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------------
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Contains authentification data as an SQLite database. This replaces auth.txt
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above when auth_backend is set to "sqlite3" in world.mt .
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This database contains two tables "auth" and "user_privileges":
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CREATE TABLE `auth` (
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`id` INTEGER PRIMARY KEY AUTOINCREMENT,
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`name` VARCHAR(32) UNIQUE,
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`password` VARCHAR(512),
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`last_login` INTEGER
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);
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CREATE TABLE `user_privileges` (
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`id` INTEGER,
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`privilege` VARCHAR(32),
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PRIMARY KEY (id, privilege)
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CONSTRAINT fk_id FOREIGN KEY (id) REFERENCES auth (id) ON DELETE CASCADE
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);
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The "name" and "password" fields of the auth table are the same as the auth.txt
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fields (with modern password hash). The "last_login" field is the last login
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time as a unix time stamp.
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The "user_privileges" table contains one entry per privilege and player.
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A player with "interact" and "shout" privileges will have two entries, one
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with privilege="interact" and the second with privilege="shout".
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env_meta.txt
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-------------
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Simple global environment variables.
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Example content (added indentation):
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game_time = 73471
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time_of_day = 19118
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EnvArgsEnd
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ipban.txt
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----------
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Banned IP addresses and usernames.
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Example content (added indentation):
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123.456.78.9|foo
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123.456.78.10|bar
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map_meta.txt
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-------------
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Simple global map variables.
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Example content (added indentation):
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seed = 7980462765762429666
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[end_of_params]
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map.sqlite
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-----------
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Map data.
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See Map File Format below.
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player1, Foo
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-------------
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Player data.
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Filename can be anything.
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See Player File Format below.
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world.mt
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---------
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World metadata.
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Example content (added indentation and - explanations):
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gameid = mesetint - name of the game
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enable_damage = true - whether damage is enabled or not
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creative_mode = false - whether creative mode is enabled or not
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backend = sqlite3 - which DB backend to use for blocks (sqlite3, dummy, leveldb, redis, postgresql)
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player_backend = sqlite3 - which DB backend to use for player data
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readonly_backend = sqlite3 - optionally readonly seed DB (DB file _must_ be located in "readonly" subfolder)
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server_announce = false - whether the server is publicly announced or not
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load_mod_<mod> = false - whether <mod> is to be loaded in this world
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auth_backend = files - which DB backend to use for authentication data
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Player File Format
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===================
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- Should be pretty self-explanatory.
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- Note: position is in nodes * 10
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Example content (added indentation):
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hp = 11
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name = celeron55
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pitch = 39.77
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position = (-5231.97,15,1961.41)
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version = 1
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yaw = 101.37
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PlayerArgsEnd
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List main 32
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Item default:torch 13
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Item default:pick_steel 1 50112
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Item experimental:tnt
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Item default:cobble 99
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Item default:pick_stone 1 13104
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Item default:shovel_steel 1 51838
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Item default:dirt 61
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Item default:rail 78
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Item default:coal_lump 3
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Item default:cobble 99
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Item default:leaves 22
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Item default:gravel 52
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Item default:axe_steel 1 2045
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Item default:cobble 98
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Item default:sand 61
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Item default:water_source 94
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Item default:glass 2
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Item default:mossycobble
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Item default:pick_steel 1 64428
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Item animalmaterials:bone
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Item default:sword_steel
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Item default:sapling
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Item default:sword_stone 1 10647
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Item default:dirt 99
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Empty
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Empty
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Empty
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Empty
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Empty
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Empty
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Empty
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Empty
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EndInventoryList
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List craft 9
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Empty
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Empty
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Empty
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Empty
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Empty
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Empty
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Empty
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Empty
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Empty
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EndInventoryList
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List craftpreview 1
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Empty
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EndInventoryList
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List craftresult 1
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Empty
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EndInventoryList
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EndInventory
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Map File Format
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================
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Minetest maps consist of MapBlocks, chunks of 16x16x16 nodes.
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In addition to the bulk node data, MapBlocks stored on disk also contain
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other things.
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History
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--------
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We need a bit of history in here. Initially Minetest stored maps in a
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format called the "sectors" format. It was a directory/file structure like
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this:
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sectors2/XXX/ZZZ/YYYY
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For example, the MapBlock at (0,1,-2) was this file:
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sectors2/000/ffd/0001
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Eventually Minetest outgrow this directory structure, as filesystems were
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struggling under the amount of files and directories.
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Large servers seriously needed a new format, and thus the base of the
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current format was invented, suggested by celeron55 and implemented by
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JacobF.
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SQLite3 was slammed in, and blocks files were directly inserted as blobs
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in a single table, indexed by integer primary keys, oddly mangled from
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coordinates.
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Today we know that SQLite3 allows multiple primary keys (which would allow
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storing coordinates separately), but the format has been kept unchanged for
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that part. So, this is where it has come.
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</history>
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So here goes
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-------------
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map.sqlite is an sqlite3 database, containing a single table, called
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"blocks". It looks like this:
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CREATE TABLE `blocks` (`pos` INT NOT NULL PRIMARY KEY,`data` BLOB);
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The key
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--------
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"pos" is created from the three coordinates of a MapBlock using this
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algorithm, defined here in Python:
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def getBlockAsInteger(p):
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return int64(p[2]*16777216 + p[1]*4096 + p[0])
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def int64(u):
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while u >= 2**63:
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u -= 2**64
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while u <= -2**63:
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u += 2**64
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return u
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It can be converted the other way by using this code:
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def getIntegerAsBlock(i):
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x = unsignedToSigned(i % 4096, 2048)
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i = int((i - x) / 4096)
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y = unsignedToSigned(i % 4096, 2048)
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i = int((i - y) / 4096)
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z = unsignedToSigned(i % 4096, 2048)
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return x,y,z
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def unsignedToSigned(i, max_positive):
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if i < max_positive:
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return i
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else:
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return i - 2*max_positive
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The blob
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---------
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The blob is the data that would have otherwise gone into the file.
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See below for description.
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MapBlock serialization format
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==============================
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NOTE: Byte order is MSB first (big-endian).
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NOTE: Zlib data is in such a format that Python's zlib at least can
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directly decompress.
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u8 version
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- map format version number, see serialisation.h for the latest number
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u8 flags
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- Flag bitmasks:
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- 0x01: is_underground: Should be set to 0 if there will be no light
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obstructions above the block. If/when sunlight of a block is updated
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and there is no block above it, this value is checked for determining
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whether sunlight comes from the top.
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- 0x02: day_night_differs: Whether the lighting of the block is different
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on day and night. Only blocks that have this bit set are updated when
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day transforms to night.
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- 0x04: lighting_expired: Not used in version 27 and above. If true,
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lighting is invalid and should be updated. If you can't calculate
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lighting in your generator properly, you could try setting this 1 to
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everything and setting the uppermost block in every sector as
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is_underground=0. I am quite sure it doesn't work properly, though.
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- 0x08: generated: True if the block has been generated. If false, block
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is mostly filled with CONTENT_IGNORE and is likely to contain eg. parts
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of trees of neighboring blocks.
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u16 lighting_complete
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- Added in version 27.
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- This contains 12 flags, each of them corresponds to a direction.
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- Indicates if the light is correct at the sides of a map block.
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Lighting may not be correct if the light changed, but a neighbor
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block was not loaded at that time.
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If these flags are false, Minetest will automatically recompute light
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when both this block and its required neighbor are loaded.
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- The bit order is:
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nothing, nothing, nothing, nothing,
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night X-, night Y-, night Z-, night Z+, night Y+, night X+,
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day X-, day Y-, day Z-, day Z+, day Y+, day X+.
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Where 'day' is for the day light bank, 'night' is for the night
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light bank.
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The 'nothing' bits should be always set, as they will be used
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to indicate if direct sunlight spreading is finished.
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- Example: if the block at (0, 0, 0) has
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lighting_complete = 0b1111111111111110,
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then Minetest will correct lighting in the day light bank when
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the block at (1, 0, 0) is also loaded.
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u8 content_width
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- Number of bytes in the content (param0) fields of nodes
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if map format version <= 23:
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- Always 1
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if map format version >= 24:
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- Always 2
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u8 params_width
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- Number of bytes used for parameters per node
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- Always 2
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zlib-compressed node data:
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if content_width == 1:
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- content:
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u8[4096]: param0 fields
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u8[4096]: param1 fields
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u8[4096]: param2 fields
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if content_width == 2:
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- content:
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u16[4096]: param0 fields
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u8[4096]: param1 fields
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u8[4096]: param2 fields
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- The location of a node in each of those arrays is (z*16*16 + y*16 + x).
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zlib-compressed node metadata list
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- content:
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if map format version <= 22:
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u16 version (=1)
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u16 count of metadata
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foreach count:
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u16 position (p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X)
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u16 type_id
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u16 content_size
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u8[content_size] content of metadata. Format depends on type_id, see below.
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if map format version >= 23:
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u8 version -- Note: type was u16 for map format version <= 22
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-- = 1 for map format version < 28
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-- = 2 since map format version 28
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u16 count of metadata
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foreach count:
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u16 position (p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X)
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u32 num_vars
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foreach num_vars:
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u16 key_len
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u8[key_len] key
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u32 val_len
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u8[val_len] value
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u8 is_private -- only for version >= 2. 0 = not private, 1 = private
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serialized inventory
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- Node timers
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if map format version == 23:
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u8 unused version (always 0)
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if map format version == 24: (NOTE: Not released as stable)
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u8 nodetimer_version
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if nodetimer_version == 0:
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(nothing else)
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if nodetimer_version == 1:
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u16 num_of_timers
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foreach num_of_timers:
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u16 timer position (z*16*16 + y*16 + x)
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s32 timeout*1000
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s32 elapsed*1000
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if map format version >= 25:
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-- Nothing right here, node timers are serialized later
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u8 static object version:
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- Always 0
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u16 static_object_count
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foreach static_object_count:
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u8 type (object type-id)
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s32 pos_x_nodes * 10000
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s32 pos_y_nodes * 10000
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s32 pos_z_nodes * 10000
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u16 data_size
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u8[data_size] data
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u32 timestamp
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- Timestamp when last saved, as seconds from starting the game.
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- 0xffffffff = invalid/unknown timestamp, nothing should be done with the time
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difference when loaded
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u8 name-id-mapping version
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- Always 0
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u16 num_name_id_mappings
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foreach num_name_id_mappings
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u16 id
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u16 name_len
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u8[name_len] name
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- Node timers
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if map format version == 25:
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u8 length of the data of a single timer (always 2+4+4=10)
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u16 num_of_timers
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foreach num_of_timers:
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u16 timer position (z*16*16 + y*16 + x)
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s32 timeout*1000
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s32 elapsed*1000
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EOF.
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Format of nodes
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----------------
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A node is composed of the u8 fields param0, param1 and param2.
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if map format version <= 23:
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The content id of a node is determined as so:
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- If param0 < 0x80,
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content_id = param0
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- Otherwise
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content_id = (param0<<4) + (param2>>4)
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if map format version >= 24:
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The content id of a node is param0.
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The purpose of param1 and param2 depend on the definition of the node.
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The name-id-mapping
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--------------------
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The mapping maps node content ids to node names.
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Node metadata format for map format versions <= 22
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---------------------------------------------------
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The node metadata are serialized depending on the type_id field.
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1: Generic metadata
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serialized inventory
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u32 len
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u8[len] text
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u16 len
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u8[len] owner
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u16 len
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u8[len] infotext
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u16 len
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u8[len] inventory drawspec
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u8 allow_text_input (bool)
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u8 removal_disabled (bool)
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u8 enforce_owner (bool)
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u32 num_vars
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foreach num_vars
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u16 len
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u8[len] name
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u32 len
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u8[len] value
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14: Sign metadata
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u16 text_len
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u8[text_len] text
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15: Chest metadata
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serialized inventory
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16: Furnace metadata
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TBD
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17: Locked Chest metadata
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u16 len
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u8[len] owner
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serialized inventory
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Static objects
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---------------
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Static objects are persistent freely moving objects in the world.
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Object types:
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1: Test object
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2: Item
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3: Rat (obsolete)
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4: Oerkki (obsolete)
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5: Firefly (obsolete)
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6: MobV2 (obsolete)
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7: LuaEntity
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1: Item:
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u8 version
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version 0:
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u16 len
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u8[len] itemstring
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7: LuaEntity:
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u8 compatibility_byte (always 1)
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u16 len
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u8[len] entity name
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u32 len
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u8[len] static data
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s16 hp
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s32 velocity.x * 10000
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s32 velocity.y * 10000
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s32 velocity.z * 10000
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s32 yaw * 1000
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if PROTOCOL_VERSION >= 37:
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u8 version2 (=1)
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s32 pitch * 1000
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s32 roll * 1000
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Itemstring format
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------------------
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eg. 'default:dirt 5'
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eg. 'default:pick_wood 21323'
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eg. '"default:apple" 2'
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eg. 'default:apple'
|
|
- The wear value in tools is 0...65535
|
|
- There are also a number of older formats that you might stumble upon:
|
|
eg. 'node "default:dirt" 5'
|
|
eg. 'NodeItem default:dirt 5'
|
|
eg. 'ToolItem WPick 21323'
|
|
|
|
Inventory serialization format
|
|
-------------------------------
|
|
- The inventory serialization format is line-based
|
|
- The newline character used is "\n"
|
|
- The end condition of a serialized inventory is always "EndInventory\n"
|
|
- All the slots in a list must always be serialized.
|
|
|
|
Example (format does not include "---"):
|
|
---
|
|
List foo 4
|
|
Item default:sapling
|
|
Item default:sword_stone 1 10647
|
|
Item default:dirt 99
|
|
Empty
|
|
EndInventoryList
|
|
List bar 9
|
|
Empty
|
|
Empty
|
|
Empty
|
|
Empty
|
|
Empty
|
|
Empty
|
|
Empty
|
|
Empty
|
|
Empty
|
|
EndInventoryList
|
|
EndInventory
|
|
---
|