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- =============================
- Minetest World Format 22...29
- =============================
- This applies to a world format carrying the block serialization version
- 22...27, used at least in
- - 0.4.dev-20120322 ... 0.4.dev-20120606 (22...23)
- - 0.4.0 (23)
- - 24 was never released as stable and existed for ~2 days
- - 27 was added in 0.4.15-dev
- - 29 was added in 5.5.0-dev
- The block serialization version does not fully specify every aspect of this
- format; if compliance with this format is to be checked, it needs to be
- done by detecting if the files and data indeed follows it.
- Files
- ======
- Everything is contained in a directory, the name of which is freeform, but
- often serves as the name of the world.
- Currently the authentication and ban data is stored on a per-world basis.
- It can be copied over from an old world to a newly created world.
- World
- |-- auth.txt ----- Authentication data
- |-- auth.sqlite -- Authentication data (SQLite alternative)
- |-- env_meta.txt - Environment metadata
- |-- ipban.txt ---- Banned ips/users
- |-- map_meta.txt - Map metadata
- |-- map.sqlite --- Map data
- |-- players ------ Player directory
- | |-- player1 -- Player file
- | '-- Foo ------ Player file
- `-- world.mt ----- World metadata
- auth.txt
- ---------
- Contains authentication data, player per line.
- <name>:<password hash>:<privilege1,...>
- Legacy format (until 0.4.12) of password hash is <name><password> SHA1'd,
- in the base64 encoding.
- Format (since 0.4.13) of password hash is #1#<salt>#<verifier>, with the
- parts inside <> encoded in the base64 encoding.
- <verifier> is an RFC 2945 compatible SRP verifier,
- of the given salt, password, and the player's name lowercased,
- using the 2048-bit group specified in RFC 5054 and the SHA-256 hash function.
- Example lines:
- - Player "celeron55", no password, privileges "interact" and "shout":
- celeron55::interact,shout
- - Player "Foo", password "bar", privilege "shout", with a legacy password hash:
- foo:iEPX+SQWIR3p67lj/0zigSWTKHg:shout
- - Player "Foo", password "bar", privilege "shout", with a 0.4.13 pw hash:
- foo:#1#hPpy4O3IAn1hsNK00A6wNw#Kpu6rj7McsrPCt4euTb5RA5ltF7wdcWGoYMcRngwDi11cZhPuuR9i5Bo7o6A877TgcEwoc//HNrj9EjR/CGjdyTFmNhiermZOADvd8eu32FYK1kf7RMC0rXWxCenYuOQCG4WF9mMGiyTPxC63VAjAMuc1nCZzmy6D9zt0SIKxOmteI75pAEAIee2hx4OkSXRIiU4Zrxo1Xf7QFxkMY4x77vgaPcvfmuzom0y/fU1EdSnZeopGPvzMpFx80ODFx1P34R52nmVl0W8h4GNo0k8ZiWtRCdrJxs8xIg7z5P1h3Th/BJ0lwexpdK8sQZWng8xaO5ElthNuhO8UQx1l6FgEA:shout
- - Player "bar", no password, no privileges:
- bar::
- auth.sqlite
- ------------
- Contains authentification data as an SQLite database. This replaces auth.txt
- above when auth_backend is set to "sqlite3" in world.mt .
- This database contains two tables "auth" and "user_privileges":
- CREATE TABLE `auth` (
- `id` INTEGER PRIMARY KEY AUTOINCREMENT,
- `name` VARCHAR(32) UNIQUE,
- `password` VARCHAR(512),
- `last_login` INTEGER
- );
- CREATE TABLE `user_privileges` (
- `id` INTEGER,
- `privilege` VARCHAR(32),
- PRIMARY KEY (id, privilege)
- CONSTRAINT fk_id FOREIGN KEY (id) REFERENCES auth (id) ON DELETE CASCADE
- );
- The "name" and "password" fields of the auth table are the same as the auth.txt
- fields (with modern password hash). The "last_login" field is the last login
- time as a unix time stamp.
- The "user_privileges" table contains one entry per privilege and player.
- A player with "interact" and "shout" privileges will have two entries, one
- with privilege="interact" and the second with privilege="shout".
- env_meta.txt
- -------------
- Simple global environment variables.
- Example content (added indentation):
- game_time = 73471
- time_of_day = 19118
- EnvArgsEnd
- ipban.txt
- ----------
- Banned IP addresses and usernames.
- Example content (added indentation):
- 123.456.78.9|foo
- 123.456.78.10|bar
- map_meta.txt
- -------------
- Simple global map variables.
- Example content (added indentation):
- seed = 7980462765762429666
- [end_of_params]
- map.sqlite
- -----------
- Map data.
- See Map File Format below.
- player1, Foo
- -------------
- Player data.
- Filename can be anything.
- See Player File Format below.
- world.mt
- ---------
- World metadata.
- Example content (added indentation and - explanations):
- gameid = mesetint - name of the game
- enable_damage = true - whether damage is enabled or not
- creative_mode = false - whether creative mode is enabled or not
- backend = sqlite3 - which DB backend to use for blocks (sqlite3, dummy, leveldb, redis, postgresql)
- player_backend = sqlite3 - which DB backend to use for player data
- readonly_backend = sqlite3 - optionally readonly seed DB (DB file _must_ be located in "readonly" subfolder)
- auth_backend = files - which DB backend to use for authentication data
- server_announce = false - whether the server is publicly announced or not
- load_mod_<mod> = false - whether <mod> is to be loaded in this world
- For load_mod_<mod>, the possible values are:
- * `false` - Do not load the mod.
- * `true` - Load the mod from wherever it is found (may cause conflicts if the same mod appears also in some other place).
- * `mods/modpack/moddir` - Relative path to the mod
- * Must be one of the following:
- * `mods/`: mods in the user path's mods folder (ex `/home/user/.minetest/mods`)
- * `share/`: mods in the share's mods folder (ex: `/usr/share/minetest/mods`)
- * `/path/to/env`: you can use absolute paths to mods inside folders specified with the `MINETEST_MOD_PATH` env variable.
- * Other locations and absolute paths are not supported
- * Note that `moddir` is the directory name, not the mod name specified in mod.conf.
- PostgreSQL backend specific settings:
- pgsql_connection = host=127.0.0.1 port=5432 user=mt_user password=mt_password dbname=minetest
- pgsql_player_connection = (same parameters as above)
- pgsql_readonly_connection = (same parameters as above)
- pgsql_auth_connection = (same parameters as above)
- Redis backend specific settings:
- redis_address = 127.0.0.1 - Redis server address
- redis_hash = foo - Database hash
- redis_port = 6379 - (optional) connection port
- redis_password = hunter2 - (optional) server password
- Player File Format
- ===================
- - Should be pretty self-explanatory.
- - Note: position is in nodes * 10
- Example content (added indentation):
- hp = 11
- name = celeron55
- pitch = 39.77
- position = (-5231.97,15,1961.41)
- version = 1
- yaw = 101.37
- PlayerArgsEnd
- List main 32
- Item default:torch 13
- Item default:pick_steel 1 50112
- Item experimental:tnt
- Item default:cobble 99
- Item default:pick_stone 1 13104
- Item default:shovel_steel 1 51838
- Item default:dirt 61
- Item default:rail 78
- Item default:coal_lump 3
- Item default:cobble 99
- Item default:leaves 22
- Item default:gravel 52
- Item default:axe_steel 1 2045
- Item default:cobble 98
- Item default:sand 61
- Item default:water_source 94
- Item default:glass 2
- Item default:mossycobble
- Item default:pick_steel 1 64428
- Item animalmaterials:bone
- Item default:sword_steel
- Item default:sapling
- Item default:sword_stone 1 10647
- Item default:dirt 99
- Empty
- Empty
- Empty
- Empty
- Empty
- Empty
- Empty
- Empty
- EndInventoryList
- List craft 9
- Empty
- Empty
- Empty
- Empty
- Empty
- Empty
- Empty
- Empty
- Empty
- EndInventoryList
- List craftpreview 1
- Empty
- EndInventoryList
- List craftresult 1
- Empty
- EndInventoryList
- EndInventory
- Map File Format
- ================
- Minetest maps consist of MapBlocks, chunks of 16x16x16 nodes.
- In addition to the bulk node data, MapBlocks stored on disk also contain
- other things.
- History
- --------
- We need a bit of history in here. Initially Minetest stored maps in a
- format called the "sectors" format. It was a directory/file structure like
- this:
- sectors2/XXX/ZZZ/YYYY
- For example, the MapBlock at (0,1,-2) was this file:
- sectors2/000/ffd/0001
- Eventually Minetest outgrow this directory structure, as filesystems were
- struggling under the amount of files and directories.
- Large servers seriously needed a new format, and thus the base of the
- current format was invented, suggested by celeron55 and implemented by
- JacobF.
- SQLite3 was slammed in, and blocks files were directly inserted as blobs
- in a single table, indexed by integer primary keys, oddly mangled from
- coordinates.
- Today we know that SQLite3 allows multiple primary keys (which would allow
- storing coordinates separately), but the format has been kept unchanged for
- that part. So, this is where it has come.
- </history>
- So here goes
- -------------
- map.sqlite is an sqlite3 database, containing a single table, called
- "blocks". It looks like this:
- CREATE TABLE `blocks` (`pos` INT NOT NULL PRIMARY KEY,`data` BLOB);
- The key
- --------
- "pos" is created from the three coordinates of a MapBlock using this
- algorithm, defined here in Python:
- def getBlockAsInteger(p):
- return int64(p[2]*16777216 + p[1]*4096 + p[0])
- def int64(u):
- while u >= 2**63:
- u -= 2**64
- while u <= -2**63:
- u += 2**64
- return u
- It can be converted the other way by using this code:
- def getIntegerAsBlock(i):
- x = unsignedToSigned(i % 4096, 2048)
- i = int((i - x) / 4096)
- y = unsignedToSigned(i % 4096, 2048)
- i = int((i - y) / 4096)
- z = unsignedToSigned(i % 4096, 2048)
- return x,y,z
- def unsignedToSigned(i, max_positive):
- if i < max_positive:
- return i
- else:
- return i - 2*max_positive
- The blob
- ---------
- The blob is the data that would have otherwise gone into the file.
- See below for description.
- MapBlock serialization format
- ==============================
- NOTE: Byte order is MSB first (big-endian).
- NOTE: Zlib data is in such a format that Python's zlib at least can
- directly decompress.
- NOTE: Since version 29 zstd is used instead of zlib. In addition the entire
- block is first serialized and then compressed (except the version byte).
- u8 version
- - map format version number, see serialisation.h for the latest number
- u8 flags
- - Flag bitmasks:
- - 0x01: is_underground: Should be set to 0 if there will be no light
- obstructions above the block. If/when sunlight of a block is updated
- and there is no block above it, this value is checked for determining
- whether sunlight comes from the top.
- - 0x02: day_night_differs: Whether the lighting of the block is different
- on day and night. Only blocks that have this bit set are updated when
- day transforms to night.
- - 0x04: lighting_expired: Not used in version 27 and above. If true,
- lighting is invalid and should be updated. If you can't calculate
- lighting in your generator properly, you could try setting this 1 to
- everything and setting the uppermost block in every sector as
- is_underground=0. I am quite sure it doesn't work properly, though.
- - 0x08: generated: True if the block has been generated. If false, block
- is mostly filled with CONTENT_IGNORE and is likely to contain eg. parts
- of trees of neighboring blocks.
- u16 lighting_complete
- - Added in version 27.
- - This contains 12 flags, each of them corresponds to a direction.
- - Indicates if the light is correct at the sides of a map block.
- Lighting may not be correct if the light changed, but a neighbor
- block was not loaded at that time.
- If these flags are false, Minetest will automatically recompute light
- when both this block and its required neighbor are loaded.
- - The bit order is:
- nothing, nothing, nothing, nothing,
- night X-, night Y-, night Z-, night Z+, night Y+, night X+,
- day X-, day Y-, day Z-, day Z+, day Y+, day X+.
- Where 'day' is for the day light bank, 'night' is for the night
- light bank.
- The 'nothing' bits should be always set, as they will be used
- to indicate if direct sunlight spreading is finished.
- - Example: if the block at (0, 0, 0) has
- lighting_complete = 0b1111111111111110,
- then Minetest will correct lighting in the day light bank when
- the block at (1, 0, 0) is also loaded.
- if map format version >= 29:
- u32 timestamp
- - Timestamp when last saved, as seconds from starting the game.
- - 0xffffffff = invalid/unknown timestamp, nothing should be done with the time
- difference when loaded
- u8 name_id_mapping_version
- - Should be zero for map format version 29.
-
- u16 num_name_id_mappings
- foreach num_name_id_mappings
- u16 id
- u16 name_len
- u8[name_len] name
- if map format version < 29:
- -- Nothing right here, timpstamp and node id mappings are serialized later
- u8 content_width
- - Number of bytes in the content (param0) fields of nodes
- if map format version <= 23:
- - Always 1
- if map format version >= 24:
- - Always 2
- u8 params_width
- - Number of bytes used for parameters per node
- - Always 2
- node data (zlib-compressed if version < 29):
- if content_width == 1:
- - content:
- u8[4096]: param0 fields
- u8[4096]: param1 fields
- u8[4096]: param2 fields
- if content_width == 2:
- - content:
- u16[4096]: param0 fields
- u8[4096]: param1 fields
- u8[4096]: param2 fields
- - The location of a node in each of those arrays is (z*16*16 + y*16 + x).
- node metadata list (zlib-compressed if version < 29):
- - content:
- if map format version <= 22:
- u16 version (=1)
- u16 count of metadata
- foreach count:
- u16 position (p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X)
- u16 type_id
- u16 content_size
- u8[content_size] content of metadata. Format depends on type_id, see below.
- if map format version >= 23:
- u8 version -- Note: type was u16 for map format version <= 22
- -- = 1 for map format version < 28
- -- = 2 since map format version 28
- u16 count of metadata
- foreach count:
- u16 position (p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X)
- u32 num_vars
- foreach num_vars:
- u16 key_len
- u8[key_len] key
- u32 val_len
- u8[val_len] value
- u8 is_private -- only for version >= 2. 0 = not private, 1 = private
- serialized inventory
- - Node timers
- if map format version == 23:
- u8 unused version (always 0)
- if map format version == 24: (NOTE: Not released as stable)
- u8 nodetimer_version
- if nodetimer_version == 0:
- (nothing else)
- if nodetimer_version == 1:
- u16 num_of_timers
- foreach num_of_timers:
- u16 timer position (z*16*16 + y*16 + x)
- s32 timeout*1000
- s32 elapsed*1000
- if map format version >= 25:
- -- Nothing right here, node timers are serialized later
- u8 static object version:
- - Always 0
- u16 static_object_count
- foreach static_object_count:
- u8 type (object type-id)
- s32 pos_x_nodes * 10000
- s32 pos_y_nodes * 10000
- s32 pos_z_nodes * 10000
- u16 data_size
- u8[data_size] data
- if map format version < 29:
- u32 timestamp
- - Same meaning as the timestamp further up
- u8 name-id-mapping version
- - Always 0
- u16 num_name_id_mappings
- foreach num_name_id_mappings
- u16 id
- u16 name_len
- u8[name_len] name
- - Node timers
- if map format version >= 25:
- u8 length of the data of a single timer (always 2+4+4=10)
- u16 num_of_timers
- foreach num_of_timers:
- u16 timer position (z*16*16 + y*16 + x)
- s32 timeout*1000
- s32 elapsed*1000
- EOF.
- Format of nodes
- ----------------
- A node is composed of the u8 fields param0, param1 and param2.
- if map format version <= 23:
- The content id of a node is determined as so:
- - If param0 < 0x80,
- content_id = param0
- - Otherwise
- content_id = (param0<<4) + (param2>>4)
- if map format version >= 24:
- The content id of a node is param0.
- The purpose of param1 and param2 depend on the definition of the node.
- The name-id-mapping
- --------------------
- The mapping maps node content ids to node names.
- Node metadata format for map format versions <= 22
- ---------------------------------------------------
- The node metadata are serialized depending on the type_id field.
- 1: Generic metadata
- serialized inventory
- u32 len
- u8[len] text
- u16 len
- u8[len] owner
- u16 len
- u8[len] infotext
- u16 len
- u8[len] inventory drawspec
- u8 allow_text_input (bool)
- u8 removal_disabled (bool)
- u8 enforce_owner (bool)
- u32 num_vars
- foreach num_vars
- u16 len
- u8[len] name
- u32 len
- u8[len] value
- 14: Sign metadata
- u16 text_len
- u8[text_len] text
- 15: Chest metadata
- serialized inventory
- 16: Furnace metadata
- TBD
- 17: Locked Chest metadata
- u16 len
- u8[len] owner
- serialized inventory
- Static objects
- ---------------
- Static objects are persistent freely moving objects in the world.
- Object types:
- 1: Test object
- 7: LuaEntity
- 7: LuaEntity:
- u8 compatibility_byte (always 1)
- u16 len
- u8[len] entity name
- u32 len
- u8[len] static data
- s16 hp
- s32 velocity.x * 10000
- s32 velocity.y * 10000
- s32 velocity.z * 10000
- s32 yaw * 1000
- if PROTOCOL_VERSION >= 37:
- u8 version2 (=1)
- s32 pitch * 1000
- s32 roll * 1000
- Itemstring format
- ------------------
- eg. 'default:dirt 5'
- eg. 'default:pick_wood 21323'
- eg. '"default:apple" 2'
- 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
- ---
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