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			628 lines
		
	
	
		
			18 KiB
		
	
	
	
		
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			628 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
# Luanti World Format 22...29
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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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* 29 was added in `5.5.0-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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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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Contains authentication data, one 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 base64.
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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 base64.
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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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    ```
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    celeron55::interact,shout
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    ```
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* Player "Foo", password "bar", privilege "shout", with a legacy password hash:
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    ```
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    foo:iEPX+SQWIR3p67lj/0zigSWTKHg:shout
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    ```
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* Player "Foo", password "bar", privilege "shout", with a 0.4.13 password hash:
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    ```
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    foo:#1#hPpy4O3IAn1hsNK00A6wNw#Kpu6rj7McsrPCt4euTb5RA5ltF7wdcWGoYMcRngwDi11cZhPuuR9i5Bo7o6A877TgcEwoc//HNrj9EjR/CGjdyTFmNhiermZOADvd8eu32FYK1kf7RMC0rXWxCenYuOQCG4WF9mMGiyTPxC63VAjAMuc1nCZzmy6D9zt0SIKxOmteI75pAEAIee2hx4OkSXRIiU4Zrxo1Xf7QFxkMY4x77vgaPcvfmuzom0y/fU1EdSnZeopGPvzMpFx80ODFx1P34R52nmVl0W8h4GNo0k8ZiWtRCdrJxs8xIg7z5P1h3Th/BJ0lwexpdK8sQZWng8xaO5ElthNuhO8UQx1l6FgEA:shout
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    ```
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* Player "bar", no password, no privileges:
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    ```
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    bar::
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    ```
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## `auth.sqlite`
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Contains authentication 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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```sql
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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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```
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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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Simple global environment variables.
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Example content:
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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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Banned IP addresses and usernames.
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Example content:
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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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Simple global map variables.
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Example content:
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    seed = 7980462765762429666
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    [end_of_params]
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## `map.sqlite`
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Map data.
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See [Map File Format](#map-file-format) below.
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## `player1`, `Foo`
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Player data.
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Filename can be anything.
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See [Player File Format](#player-file-format) below.
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## `world.mt`
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World metadata.
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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 read-only seed DB (DB file _must_ be located in "readonly" subfolder)
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    auth_backend = files          - which DB backend to use for authentication data
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    mod_storage_backend = sqlite3 - which DB backend to use for mod storage
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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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For `load_mod_<mod>`, the possible values are:
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* `false` - Do not load the mod.
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* `true` - Load the mod from wherever it is found (may cause conflicts if the same mod appears also in some other place).
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* `mods/modpack/moddir` - Relative path to the mod
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    * Must be one of the following:
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        * `mods/`: mods in the user path's mods folder (ex. `/home/user/.minetest/mods`)
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        * `share/`: mods in the share's mods folder (ex. `/usr/share/minetest/mods`)
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        * `/path/to/env`: you can use absolute paths to mods inside folders specified with the `MINETEST_MOD_PATH` `env` variable.
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    * Other locations and absolute paths are not supported.
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    * Note that `moddir` is the directory name, not the mod name specified in mod.conf.
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`PostgreSQL` backend specific settings:
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    pgsql_connection = host=127.0.0.1 port=5432 user=mt_user password=mt_password dbname=minetest
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    pgsql_player_connection = (same parameters as above)
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    pgsql_readonly_connection = (same parameters as above)
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    pgsql_auth_connection = (same parameters as above)
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    pgsql_mod_storage_connection = (same parameters as above)
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`Redis` backend specific settings:
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    redis_address = 127.0.0.1  - Redis server address
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    redis_hash = foo           - Database hash
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    redis_port = 6379          - (optional) Connection port
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    redis_password = hunter2   - (optional) Server password
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# Player File Format
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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:
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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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Luanti maps consist of `MapBlock`s, chunks of 16x16x16 nodes.
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In addition to the bulk node data, `MapBlock`s stored on disk also contain
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other things.
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## History
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Initially, Luanti stored maps in a format called the "sectors" format.
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It was a directory/file structure like 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 Luanti outgrew this directory structure, as filesystems were
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struggling under the number 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 implemented. Blocks files were directly inserted as blobs
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in a single table, indexed by integer primary keys, which were hashed
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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.
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## `map.sqlite`
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`map.sqlite` is a `SQLite3` database, containing a single table, called
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`blocks`. It looks like this:
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```sql
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CREATE TABLE `blocks` (`pos` INT NOT NULL PRIMARY KEY, `data` BLOB);
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```
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## Position Hashing
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`pos` (a node position hash) is created from the three coordinates of a
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`MapBlock` using this algorithm, defined here in Python:
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```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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```
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It can be converted the other way by using this code:
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```python
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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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```
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## Blob
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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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> **Notes**:
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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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>  * NOTE: Since version 29 zstd is used instead of zlib. In addition, the entire
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>          block is first serialized and then compressed (except the version byte).
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`u8` version
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* map format version number, see serialization.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`. It most likely won't work properly.
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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 e.g. 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, Luanti 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 `lighting_complete = 0b1111111111111110`,
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  Luanti will correct lighting in the day light bank when the block at
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  `(1, 0, 0)` is also loaded.
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Timestamp and node ID mappings were introduced in map format version 29.
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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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    * Should be zero for map format version 29.
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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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`u8` content_width
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* Number of bytes in the content (`param0`) fields of nodes
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* 1 byte before map format version 24, 2 bytes since
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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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## Node Data
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> **Note**: Zlib-compressed before map format version 29
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* If `content_width` is 1:
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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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						|
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* If `content_width` is 2:
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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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### Node Metadata List
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> **Note**: Zlib-compressed before map version format 29
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* Before map format version 23:
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    * `u16` version (=1)
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    * `u16` count of metadata
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						|
    * 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
 |