Update doc/mapformat.txt
This commit is contained in:
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@ -1,24 +1,22 @@
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=========================================
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===============================================
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Minetest World Format
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Minetest World Format used as of 0.4.dev-120322
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=========================================
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===============================================
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Format used as of 0.4.dev-120322
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This applies to a world format carrying the block serialization version 22
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==================================
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which is used at least in version 0.4.dev-120322.
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This applies to a world format carrying the serialization version 22 which
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The map data serialization version used is 22. It does not fully specify every
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is used at least in version 0.4.dev-120322.
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aspect of this format; if compliance with this format is to be checked, it
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needs to be done by detecting if the files and data indeed follows it.
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The serialization version used is 22. It does not fully specify every aspect
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Legacy stuff
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of this format; if compliance with this format is to be checked, it needs to
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=============
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be done by detecting if the files and data indeed follows it.
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Legacy stuff:
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-------------
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Data can, in theory, be contained in the flat file directory structure
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Data can, in theory, be contained in the flat file directory structure
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described below in Version 17, but it is not officially supported.
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described below in Version 17, but it is not officially supported. Also you
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may stumble upon all kinds of oddities in not-so-recent formats.
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Files:
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Files
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------
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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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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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often serves as the name of the world.
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@ -33,36 +31,367 @@ World
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|-- map.sqlite --- Map data
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|-- map.sqlite --- Map data
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|-- players ------ Player directory
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|-- players ------ Player directory
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| |-- player1 -- Player file
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| |-- player1 -- Player file
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| '-- player2 -- Player file
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| '-- Foo ------ Player file
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`-- world.mt ----- World metadata
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`-- world.mt ----- World metadata
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auth.txt
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auth.txt
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---------
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---------
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Contains authentication data, player per line.
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Contains authentication data, player per line.
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<name>:<password hash as <name><password> SHA1 base64>:<privilege1,...>
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<name>:<password hash>:<privilege1,...>
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Format of password hash is <name><password> SHA1'd, in the base64 encoding.
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Example lines:
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Example lines:
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Player "celeron55", no password, privileges "interact" and "shout":
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- Player "celeron55", no password, privileges "interact" and "shout":
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celeron55::interact,shout
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celeron55::interact,shout
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Player "Foo", password "bar", privileges "interact" and "shout":
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- Player "Foo", password "bar", privilege "shout":
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foo:iEPX+SQWIR3p67lj/0zigSWTKHg:interact,shout
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foo:iEPX+SQWIR3p67lj/0zigSWTKHg:shout
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- Player "bar", no password, no privileges:
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bar::
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env_meta.txt
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env_meta.txt
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-------------
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-------------
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--- Example content ---
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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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game_time = 73471
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time_of_day = 19118
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time_of_day = 19118
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EnvArgsEnd
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EnvArgsEnd
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-----------------------
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ipban.txt
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ipban.txt
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----------
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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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Format used as of 2011-05 or so
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map.sqlite
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================================
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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):
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gameid = mesetint
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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, containg 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, this one is version 22
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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: If true, lighting is invalid and should be
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updated. If you can't calculate lighting in your generator properly,
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you could try setting this 1 to everything and setting the uppermost
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block in every sector as is_underground=0. I am quite sure it doesn't
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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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u8 content_width
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- Number of bytes in the content (param0) fields of nodes
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- Always 1
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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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- 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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zlib-compressed node metadata list
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- content:
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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)
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u16 mapblockobject_count
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- Always 0
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- Should be removed in version 23 (TODO)
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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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EOF.
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Node metadata format
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---------------------
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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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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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==============================================
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Minetest World Format used as of 2011-05 or so
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==============================================
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Map data serialization format version 17.
|
Map data serialization format version 17.
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0.3.1 does not use this format, but a more recent one. This exists here for
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historical reasons.
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Directory structure:
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Directory structure:
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sectors/XXXXZZZZ or sectors2/XXX/ZZZ
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sectors/XXXXZZZZ or sectors2/XXX/ZZZ
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XXXX, ZZZZ, XXX and ZZZ being the hexadecimal X and Z coordinates.
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XXXX, ZZZZ, XXX and ZZZ being the hexadecimal X and Z coordinates.
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