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-rw-r--r-- | doc/mapformat.txt | 387 |
1 files changed, 358 insertions, 29 deletions
diff --git a/doc/mapformat.txt b/doc/mapformat.txt index 430be2d48..fd892c9db 100644 --- a/doc/mapformat.txt +++ b/doc/mapformat.txt @@ -1,24 +1,22 @@ -========================================= - Minetest World Format -========================================= +=============================================== +Minetest World Format used as of 0.4.dev-120322 +=============================================== -Format used as of 0.4.dev-120322 -================================== +This applies to a world format carrying the block serialization version 22 +which is used at least in version 0.4.dev-120322. -This applies to a world format carrying the serialization version 22 which -is used at least in version 0.4.dev-120322. +The map data serialization version used is 22. It 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. -The serialization version used is 22. It 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. - -Legacy stuff: -------------- +Legacy stuff +============= Data can, in theory, be contained in the flat file directory structure -described below in Version 17, but it is not officially supported. +described below in Version 17, but it is not officially supported. Also you +may stumble upon all kinds of oddities in not-so-recent formats. -Files: ------- +Files +====== Everything is contained in a directory, the name of which is freeform, but often serves as the name of the world. @@ -33,36 +31,367 @@ World |-- map.sqlite --- Map data |-- players ------ Player directory | |-- player1 -- Player file -| '-- player2 -- Player file +| '-- Foo ------ Player file `-- world.mt ----- World metadata auth.txt --------- Contains authentication data, player per line. -<name>:<password hash as <name><password> SHA1 base64>:<privilege1,...> + <name>:<password hash>:<privilege1,...> +Format of password hash is <name><password> SHA1'd, in the base64 encoding. + Example lines: -Player "celeron55", no password, privileges "interact" and "shout": -celeron55::interact,shout -Player "Foo", password "bar", privileges "interact" and "shout": -foo:iEPX+SQWIR3p67lj/0zigSWTKHg:interact,shout +- Player "celeron55", no password, privileges "interact" and "shout": + celeron55::interact,shout +- Player "Foo", password "bar", privilege "shout": + foo:iEPX+SQWIR3p67lj/0zigSWTKHg:shout +- Player "bar", no password, no privileges: + bar:: env_meta.txt ------------- ---- Example content --- -game_time = 73471 -time_of_day = 19118 -EnvArgsEnd ------------------------ +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): + gameid = mesetint + +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, containg 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. + +u8 version +- map format version number, this one is version 22 + +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: 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. + +u8 content_width +- Number of bytes in the content (param0) fields of nodes +- Always 1 + +u8 params_width +- Number of bytes used for parameters per node +- Always 2 + +zlib-compressed node data: +- content: + u8[4096]: param0 fields + u8[4096]: param1 fields + u8[4096]: param2 fields + +zlib-compressed node metadata list +- content: + 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) + +u16 mapblockobject_count +- Always 0 +- Should be removed in version 23 (TODO) + +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 + +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 +- Always 0 + +u16 num_name_id_mappings +foreach num_name_id_mappings + u16 id + u16 name_len + u8[name_len] name -Format used as of 2011-05 or so -================================ +EOF. + +Node metadata format +--------------------- + +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 + +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 +--- + +============================================== +Minetest World Format used as of 2011-05 or so +============================================== Map data serialization format version 17. +0.3.1 does not use this format, but a more recent one. This exists here for +historical reasons. + Directory structure: sectors/XXXXZZZZ or sectors2/XXX/ZZZ XXXX, ZZZZ, XXX and ZZZ being the hexadecimal X and Z coordinates. |