mirror of
https://github.com/minetest/minetest.git
synced 2024-11-24 00:23:46 +01:00
45ccfe26fb
Co-authored-by: Zughy <4279489-marco_a@users.noreply.gitlab.com>
554 lines
15 KiB
Plaintext
554 lines
15 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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7: LuaEntity
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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'
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- The wear value in tools is 0...65535
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- There are also a number of older formats that you might stumble upon:
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eg. 'node "default:dirt" 5'
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eg. 'NodeItem default:dirt 5'
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eg. 'ToolItem WPick 21323'
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Inventory serialization format
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-------------------------------
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- The inventory serialization format is line-based
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- The newline character used is "\n"
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- The end condition of a serialized inventory is always "EndInventory\n"
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- All the slots in a list must always be serialized.
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Example (format does not include "---"):
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---
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List foo 4
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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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EndInventoryList
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List bar 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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EndInventory
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---
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