# Luanti 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, one player per line. :: Legacy format (until 0.4.12) of password hash is `` SHA1'd, in base64. Format (since 0.4.13) of password hash is `#1##`, with the parts inside `<>` encoded in base64. `` 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 password hash: ``` foo:#1#hPpy4O3IAn1hsNK00A6wNw#Kpu6rj7McsrPCt4euTb5RA5ltF7wdcWGoYMcRngwDi11cZhPuuR9i5Bo7o6A877TgcEwoc//HNrj9EjR/CGjdyTFmNhiermZOADvd8eu32FYK1kf7RMC0rXWxCenYuOQCG4WF9mMGiyTPxC63VAjAMuc1nCZzmy6D9zt0SIKxOmteI75pAEAIee2hx4OkSXRIiU4Zrxo1Xf7QFxkMY4x77vgaPcvfmuzom0y/fU1EdSnZeopGPvzMpFx80ODFx1P34R52nmVl0W8h4GNo0k8ZiWtRCdrJxs8xIg7z5P1h3Th/BJ0lwexpdK8sQZWng8xaO5ElthNuhO8UQx1l6FgEA:shout ``` * Player "bar", no password, no privileges: ``` bar:: ``` ## `auth.sqlite` Contains authentication 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`: ```sql 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: game_time = 73471 time_of_day = 19118 EnvArgsEnd ## `ipban.txt` Banned IP addresses and usernames. Example content: 123.456.78.9|foo 123.456.78.10|bar ## `map_meta.txt` Simple global map variables. Example content: seed = 7980462765762429666 [end_of_params] ## `map.sqlite` Map data. See [Map File Format](#map-file-format) below. ## `player1`, `Foo` Player data. Filename can be anything. See [Player File Format](#player-file-format) below. ## `world.mt` World metadata. 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 read-only seed DB (DB file _must_ be located in "readonly" subfolder) auth_backend = files - which DB backend to use for authentication data mod_storage_backend = sqlite3 - which DB backend to use for mod storage server_announce = false - whether the server is publicly announced or not load_mod_ = false - whether is to be loaded in this world For `load_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) pgsql_mod_storage_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: 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 Luanti maps consist of `MapBlock`s, chunks of 16x16x16 nodes. In addition to the bulk node data, `MapBlock`s stored on disk also contain other things. ## History Initially, Luanti 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 Luanti outgrew this directory structure, as filesystems were struggling under the number 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 implemented. Blocks files were directly inserted as blobs in a single table, indexed by integer primary keys, which were hashed 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. ## `map.sqlite` `map.sqlite` is a `SQLite3` database, containing a single table, called `blocks`. It looks like this: ```sql CREATE TABLE `blocks` (`pos` INT NOT NULL PRIMARY KEY, `data` BLOB); ``` ## Position Hashing `pos` (a node position hash) is created from the three coordinates of a `MapBlock` using this algorithm, defined here in Python: ```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: ```python 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 ``` ## Blob The blob is the data that would have otherwise gone into the file. See below for description. # MapBlock Serialization Format > **Notes**: > * 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 serialization.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`. It most likely won't work properly. * `0x08`: `generated`: True if the block has been generated. If false, block is mostly filled with `CONTENT_IGNORE` and is likely to contain e.g. 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, Luanti 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`, Luanti will correct lighting in the day light bank when the block at `(1, 0, 0)` is also loaded. Timestamp and node ID mappings were introduced in 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` `u8` content_width * Number of bytes in the content (`param0`) fields of nodes * 1 byte before map format version 24, 2 bytes since `u8` params_width * Number of bytes used for parameters per node * Always 2 ## Node Data > **Note**: Zlib-compressed before map format version 29 * If `content_width` is 1: * `u8[4096]`: `param0` fields * `u8[4096]`: `param1` fields * `u8[4096]`: `param2` fields * If `content_width` is 2: * `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 > **Note**: Zlib-compressed before map version format 29 * Before map format version 23: * `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. * Since map format version 23: * `u8` version > **Note**: Type was `u16` before map format version 23 * = 1 before 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 since map format version 2. 0 = not private, 1 = private * serialized inventory ## Node Timers * Map format version 23: * `u8` unused version (always 0) * Map format version 24: > **Note**: Not released as stable * `u8` `nodetimer_version` * 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 * Since 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 `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` Before 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` End of File (EOF). # Format of Nodes A node is composed of the `u8` fields `param0`, `param1` and `param2`. Before map format version 24: * The content id of a node is determined as so: * If `param0` < `0x80`, `content_id = param0` * Otherwise, `content_id = (param0<<4) + (param2>>4)` Since 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. # Name-ID-Mapping The mapping maps node content IDs to node names. # Node Metadata Format (Before Map Format Version 23) The node metadata is 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 * To be determined `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: * `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 Since protocol version 37: * `u8` `version2` (=1) * `s32` pitch * 1000 * `s32` roll * 1000 # Itemstring Format Examples: * `'default:dirt 5'` * `'default:pick_wood 21323'` * `'"default:apple" 2'` * `'default:apple'` Older formats: * `'node "default:dirt" 5'` * `'NodeItem default:dirt 5'` * `'ToolItem WPick 21323'` The wear value in tools is 0...65535. # 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 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