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O arquivo ''meta.xml'' apresenta com o MTA um conjunto de metodados, como o nome dos recursos, incluindo os scripts, e também os arquivos para precache para enviar aos clientes entre outras coisas. É também a extensão de alguns "elementos". É escrito em XML, que é baseado em HTML e é o pai do XHTML.
The ''meta.xml'' file presents MTA with a set of metadata, such as the resource's name, the scripts to include, and which files to precache for sending to clients among other things. It is also the scope of "elements". It is written in XML, which is based on HTML and is the parent of XHTML.


=Tags=
=Tags=
XML é um formato de dados textuais que são amplamente utilizados para a apresentação dos dados. O MTA ussa uma linguagem baseada em XML para descrever os metodados de recursos, utilizando os tags a baixo.
XML is a textual data format which is widely used for the representation of data. MTA uses an XML-based language to describe the metadata for resources by using the tags below:


*'''<info />''' É o conjunto de informações do próprio recuso, os parâmetros possíveis incluem (quaisquer parâmetros arbitrários podem ser utilizados e lidos usando [[getResourceInfo]] ):
*'''<info />''' Information about this resource, possible parameters include (any arbitrary parameters can be used and read using [[getResourceInfo]]):
** '''author:''' O autor do recursos
** '''author:''' The author of this resource
** '''version:''' A versão do recursos
** '''version:''' The version of this resource
** '''name:''' O nome do recuros
** '''name:''' The name of this resource
** '''description:''' Pequena descrição do recurso
** '''description:''' A brief description of this resource
** '''type:''' Tipo de recurso, que pode ser "gamemode", "script", "map" ou "misc".
** '''type:''' The type of this resource, that can be "gamemode", "script", "map" or "misc".
*'''<script />''' O código fonte para este recurso, os parâmetros possíveis são:
** '''gamemodes:''' The gamemodes to be compatible with the resource. It must be the name of the gamemode resource, not the gamemode name. If you want it to be compatible with multiple gamemodes, it must be in a comma-separated list without spaces. (e.g. gamemodes="test1,test2").  
** '''src:''' O nome do arquivo do script
*'''<script />''' Source code for this resource, possible parameters are:
** '''type:''' O tipo de script : "cliente" ou "servidor"
** '''src:''' The file name of the source code
<!--
** '''type:''' The type of source code: "client", "server" or "shared".
** '''protected:''' Para client-side scripts, se este script deve ou não ser salvos no disco rígido clientes: "true" ou "false". NOTA: [http://bugs.mtasa.com/view.php?id=6831 pode haver um bug relacionado a isto].
**'''cache:''' When the script file type is "client", this setting controls whether the file is saved on the clients' hard drive. Default is "true". Using "false" will mean the file is not saved. ''(Note: cache=false files are started at the client first, so lua file load order might differ when mixing cache settings)''
-->
**'''validate:''' If set to "false", compatibility checks are skipped.
*'''<map />''' O mapa de um modo de jogo, os parâmetros possíveis são:
*'''<map />''' The map for a gamemode, possible parameters are:
**'''src:''' O nome do arquivo map (pode ser por exemplo. "maps/filename.map")
**'''src:''' .map file name (can be path too eg. "maps/filename.map")
**'''dimension:''' Dimensão na qual o mapa será carregado (opcional)
**'''dimension:''' Dimension in which the map will be loaded (optional)
*'''<file />''' Arquivo do lado Client-Side. Geralmente são imagens, .txd, .col, .dff ou .xml arquivos. Eles serão baixados pelos clients quando o recurso ser iniciado (ou entrar)
*'''<file />''' A client-side file. Generally these are images, .txd, .col, .dff or .xml files. They'll be downloaded by clients when the resources is started (or on join)
**'''src:''' nome do arquivo client-side (pode ser por exemplo. "images/image.png")
**'''src:''' client-side file name (can be path too eg. "images/image.png")
**'''download:''' Enviar automaticamente para o client.(opcional). O padrão é "true" usar "no" ou "false" significa que não não enviados quando inicia o recurso, mas poderia ser utilizado posteriormente por [[downloadFile]] (a partir da versão 1.4)
**'''download:''' Whether or not to be sent to the client automatically (optional). Default is "true". Using "false" will mean they are not sent on resource start but could later be used by [[downloadFile]].
*'''<include />''' Inclusão de outro recurso para iniciar automaticamente ao iniciar este recursos
*'''<include />''' Include resources that this resource will use
**'''resource:''' Nome do recurso ira iniciar automaticamente com este recurso
**'''resource:''' Resource name that you want to start with this resource
**'''minversion:''' Versão minima que o '''recurso''' precisa (opcional)
**'''minversion:''' Minimum version that '''resource''' needs to be (optional)
**'''maxversion:''' Versão máxima que o '''recurso''' precisa (opcional)
**'''maxversion:''' Maximum version that '''resource''' needs to be (optional)
*'''<config />''' Arquivo de Configuração (.xml) pode ser acessado pelo recurso, os parâmetros possíveis são:
*'''<config />''' Config file (.xml) can be accessed by resource, possible parameters are:
**'''src:''' Nome do arquivo do script
**'''src:''' The file name of the config file
**'''type:''' O tipo de script : "cliente" ou "servidor"
**'''type:''' The type of the config file: "client" or "server"
*'''<export />''' Isto vai exportar uma função deste resource, para chamar a função através de outro resource você pode usar [[call]]
*'''<export />''' This exports functions from this resource, so other resources can use them with [[call]]
**'''function:''' Nome da função
**'''function:''' The function name
**'''type''' Tipo de exportação da função, server-side ou client-side (valores válidos são: "servidor" e "cliente")
**'''type''' Whether function is exported server-side or client-side (valid values are: "client", "server" and "shared")
**'''http:''' A função pode ser chamada via HTTP (true/false)
**'''http:''' Can the function be called via HTTP (true/false)
*'''<html />'''
*'''<html />'''
**'''src:''' Nome para o arquivo HTTP (pode ser um caminho)
**'''src:''' The filename for the HTTP file (can be a path)
**'''default:''' O arquivo HTML é aquele que é mostrado por padrão quando visita / nomeDoRecurso / no servidor. Apenas um html pode ser padrão, o resto é ignorado. (true / false)
**'''default:''' The html file is one that is shown by default when visiting /resourceName/ on the server. Only one html can be default, the rest are ignored. (true/false)
**'''raw:''' O arquivo HTML não é analisado pelo intérprete LUA e são tratados como dados binários. Deve ser usado para arquivos binários (principalmente imagens) (true / false)
**'''raw:''' The html file is not parsed by the Lua interpreter and is treated as binary data. Must be used for binary files (images mainly) (true/false)
*'''<settings> <setting name="" value=""/> </settings>:''' A maioria dos 'gamemodes' usam [[settings system]] para permitir que administradores de servidores para configurem como eles desejarem. Por exemplo, você pode definir a qualquer momento usando [[get]] e [[set]] ara obter o valor ou alterá-lo, respectivamente.
*'''<settings />''' Most gamemodes use [[settings system]] to let server admins to configure it how they like. For instance you could set round time and then use [[get]] and [[set]] to get the value or change it, respectively.
*'''<min_mta_version />''' Versão requisitos mínimos para este recurso para funcionar corretamente. Quando o meta é criado,a versão mínima geralmente deve ser definida para a versão atual de lançamento do MTA: SA "{{Current Version|full}}").
** '''<setting />''' Resource settings can be accessed by resource and Admin panel, possible parameters are:
**'''client:''' A verção minima do Client
*** '''name:''' The setting name used by the scripts to get or set the setting value
**'''server:''' A verção minima do Server
*** '''value:''' The setting default value used by the scripts
*'''<aclrequest />''' A lista [[Access_Control_List|ACL]] direitos deste recurso irá precisar.
*** '''friendlyname:''' A friendly name to the setting (optional)
{{New items|3.0139|1.3.1 r4141|
*** '''accept:''' The values the setting could accept (optional)
*'''<sync_map_element_data />''' Controle de mapas [[Element_data|element data]], tais como "PosX" e "DoubleSided" são transferidos para o cliente. Este dado normalmente não é exigido pela maioria dos gamemodes ou recursos. (Uma exceção notável é o editor). Quando configurado em um modo de jogo meta.xml, a definição será aplicada a todos os mapas carregados por esse recurso.
*** '''examples:''' An Example of a value (optional)
**'''false:''' Desativar a transferência de dados de elementos do mapa. Isso pode reduzir o tempo de download de mapas consideravelmente.
*** '''desc:''' A description of the setting (optional)
**'''true:''' Permitir a transferência de dados de elemento do mapa (default).
*'''<min_mta_version />''' Minimum version requirements for this resource to run correctly. When authoring resources, the minimum version should usually be set to the current released version of MTA:SA (which at the moment is "{{Current Version|full}}"). See example for example.
**'''client:''' The minimum client version
**'''server:''' The minimum server version
*'''<aclrequest />''' A list of [[Access_Control_List|ACL]] rights this resource will need.
** '''<right />''' an individual right
***'''name:''' The right name.
***'''access:''' Set to ''true'' to allow the resource to access this right. Set to ''false'' to deny the access to this right.
{{New items|3.0132|1.3.1 r4141|
*'''<sync_map_element_data />''' Controls whether map [[Element_data|element data]] such as "PosX" and "DoubleSided" are transferred to the client. This data is usually not required by most gamemodes or resources. (Map Editor and Interiors require this to be not set to false to work). When set in a gamemode meta.xml, the setting will apply to all maps loaded by that resource.
**'''false:''' Disable transfer of map element data for all resources. This can reduce map download times considerably.
**'''true:''' Enable transfer of map element data for all resources. (If '''false''' and '''true''' are set in different resources, true will have priority and all resources will transfer map element data)
}}
{{New items|3.0140|1.4.0 r5313|
*'''<oop />''' OOP - Please refer to [[OOP]] for documentation.
**'''false:''' Disable OOP.
**'''true:''' Enable OOP.
}}
{{New feature/item|3.0150|1.5.0|7308|
*'''<download_priority_group />''' If not set, the download priority group for a resource defaults to 0. If this is set higher than 0, then the resource will be downloaded and started on the client earlier than other resources. This option is useful for resources with critical client functionality that other things in your gamemode (or fair play) rely on. If set to less than 0 (a negative number, like -1), the resource will be downloaded and started on the client later than other resources. As this can be confusing, here is an example:
**'''Resource A: <download_priority_group>20</download_priority_group>''' will start earlier than..
**'''Resource B: <download_priority_group>10</download_priority_group>'''<br/>In this case, Resource A will start earlier than Resource B because its value (20) is higher than (10). In turn, Resource B will still start earlier than a resource with a negative value or a value below 10 (like 5).
 
}}
}}


== Example ==
== Example ==
Está aqui um exemplo de um arquivo meta usando algumas das marcas mencionadas:
Here's an example of a meta file using some of the tags mentioned:
{{#tag:code |
{{#tag:syntaxhighlight |
<meta>
<meta>
     <info author="Slothman" type="gamemode" name="Stealth" />
     <info author="Slothman" version="1.0.2" name="Stealth" description="Allow scripts to insert a ped that simulates combat with a real player" type="gamemode" />
    <config src="help.xml" type="client"/>
    <min_mta_version client="{{Current Version|full}}" server="{{Current Version|full}}" />
    <sync_map_element_data>false</sync_map_element_data>


     <script src="stealthmain_server.lua" />
     <script src="stealthmain_server.lua" />
Line 62: Line 80:
     <script src="gadgets_server.lua" />
     <script src="gadgets_server.lua" />
     <script src="gadgets_client.lua" type="client"/>
     <script src="gadgets_client.lua" type="client"/>
     <script src="stealthmain_client.lua" type="client"/>
     <script src="stealthmain_client.lua" type="client" validate="true"/>
     <script src="noisebar.lua" type="client"/>
     <script src="noisebar.lua" type="client"/>
     <script src="spycam.lua" type="client"/>
     <script src="spycam.lua" type="client"/>
     <script src="riemann_z_demonstration.lua" type="client"/>
     <script src="riemann_z_demonstration.lua" type="client" cache="false"/>


     <file src="riot_shield.txd" />
    <map src="base.map" dimension="1"/>
     <file src="riot_shield.dff" />
 
     <file src="riot_shield.col" />
     <file src="riot_shield.txd" download="false" />
     <file src="armor.png" download="true"/>
     <file src="riot_shield.dff" download="false" />
     <file src="camera.png" download="false"/>
     <file src="riot_shield.col" download="false" />
     <file src="armor.png" />
     <file src="camera.png" />
     <file src="cloak.png" />
     <file src="cloak.png" />
     <file src="goggles.png" />
     <file src="goggles.png" />
Line 81: Line 101:
     <include resource="killmessages" />
     <include resource="killmessages" />
     <include resource="maplimits" />
     <include resource="maplimits" />
   
    <config src="help.xml" type="client"/>
    <export function="exampleExport1" type="server" />
    <export function="exampleExport2" type="client" />
    <export function="exampleExport3" type="shared" />


     <settings>
     <settings>
        <setting name="roundlimit" value="[6]" /> <!-- round length in minutes -->
        <setting name="roundlimit" value="[6]" /> <!-- round length in minutes -->
<setting name="teamdamage" value="[1]" /> <!-- 0 for team protection off, 1 for team protection on -->
<setting name="teamdamage" value="[1]" /> <!-- 0 for team protection off, 1 for team protection on -->
<setting name="teambalance" value="[1]" /> <!--  difference limit of amount of players between teams -->
<setting name="teambalance" value="[1]" /> <!--  difference limit of amount of players between teams -->
<setting name="spazammo" value="[25]" /> <!-- ammo amounts -->
<setting name="isAllowedToShoot" value="true" />
<setting name="m4ammo" value="[100]" />
<setting name="admingroup" value="Admin,AdminPlus"
<setting name="shotgunammo" value="[25]" />
friendlyname="Admin group list"
<setting name="sniperammo" value="[20]" />
group="_Advanced"
<setting name="ak47ammo" value="[120]" />
accept="*"
<setting name="rifleammo" value="[40]" />
examples="Admin,Moderator,SuperModerator"
<setting name="deserteagleammo" value="[45]" />
desc="To use this resource, the player must belong to one of the groups listed."
<setting name="pistolammo" value="[132]" />
/> <!-- a setting example using all optional parameters -->
<setting name="uziammo" value="[150]" />
<setting name="spazammo" value="[25]" /> <!-- ammo amounts -->
<setting name="tec9ammo" value="[150]" />
<setting name="m4ammo" value="[100]" />
<setting name="silencedammo" value="[65]" />
<setting name="shotgunammo" value="[25]" />
<setting name="grenadeammo" value="[4]" />
<setting name="sniperammo" value="[20]" />
<setting name="satchelammo" value="[4]" />
<setting name="ak47ammo" value="[120]" />
<setting name="teargasammo" value="[4]" />
<setting name="rifleammo" value="[40]" />
<setting name="molatovammo" value="[4]" />
<setting name="deserteagleammo" value="[45]" />
    </settings>
<setting name="pistolammo" value="[132]" />
<setting name="uziammo" value="[150]" />
<setting name="tec9ammo" value="[150]" />
<setting name="silencedammo" value="[65]" />
<setting name="grenadeammo" value="[4]" />
<setting name="satchelammo" value="[4]" />
<setting name="teargasammo" value="[4]" />
<setting name="molatovammo" value="[4]" />
    </settings>
 
    <min_mta_version server="1.5.2-9.07903" client="1.5.2-9.07903" />
 
    <aclrequest>
        <right name="function.startResource" access="true" />
        <right name="function.stopResource" access="true" />
        <right name="function.setPlayerMuted" access="true" />
    </aclrequest>


    <aclrequest>
    <sync_map_element_data>false</sync_map_element_data>
<right name="function.startResource" access="true" />
<right name="function.stopResource" access="true" />
<right name="function.setPlayerMuted" access="true" />
    </aclrequest>


    <oop>false</oop>
    <download_priority_group>0</download_priority_group>
</meta>
</meta>
|lang="xml"}}
|lang="xml"}}
[[Category:Scripting Concepts]]
[[Category:Scripting Concepts]]
[[hu:Meta.xml]]
[[cs:Meta.xml]]
[[cs:Meta.xml]]
[[ru:Meta.xml]]
[[de:Meta.xml]]
[[es:Sobre el archivo "meta.xml"]]
[[es:Sobre el archivo "meta.xml"]]
[[it:Meta.xml]]
[[pl:Meta.xml]]
[[pl:Meta.xml]]
[[ru:Meta.xml]]

Revision as of 17:16, 20 June 2020

The meta.xml file presents MTA with a set of metadata, such as the resource's name, the scripts to include, and which files to precache for sending to clients among other things. It is also the scope of "elements". It is written in XML, which is based on HTML and is the parent of XHTML.

Tags

XML is a textual data format which is widely used for the representation of data. MTA uses an XML-based language to describe the metadata for resources by using the tags below:

  • <info /> Information about this resource, possible parameters include (any arbitrary parameters can be used and read using getResourceInfo):
    • author: The author of this resource
    • version: The version of this resource
    • name: The name of this resource
    • description: A brief description of this resource
    • type: The type of this resource, that can be "gamemode", "script", "map" or "misc".
    • gamemodes: The gamemodes to be compatible with the resource. It must be the name of the gamemode resource, not the gamemode name. If you want it to be compatible with multiple gamemodes, it must be in a comma-separated list without spaces. (e.g. gamemodes="test1,test2").
  • <script /> Source code for this resource, possible parameters are:
    • src: The file name of the source code
    • type: The type of source code: "client", "server" or "shared".
    • cache: When the script file type is "client", this setting controls whether the file is saved on the clients' hard drive. Default is "true". Using "false" will mean the file is not saved. (Note: cache=false files are started at the client first, so lua file load order might differ when mixing cache settings)
    • validate: If set to "false", compatibility checks are skipped.
  • <map /> The map for a gamemode, possible parameters are:
    • src: .map file name (can be path too eg. "maps/filename.map")
    • dimension: Dimension in which the map will be loaded (optional)
  • <file /> A client-side file. Generally these are images, .txd, .col, .dff or .xml files. They'll be downloaded by clients when the resources is started (or on join)
    • src: client-side file name (can be path too eg. "images/image.png")
    • download: Whether or not to be sent to the client automatically (optional). Default is "true". Using "false" will mean they are not sent on resource start but could later be used by downloadFile.
  • <include /> Include resources that this resource will use
    • resource: Resource name that you want to start with this resource
    • minversion: Minimum version that resource needs to be (optional)
    • maxversion: Maximum version that resource needs to be (optional)
  • <config /> Config file (.xml) can be accessed by resource, possible parameters are:
    • src: The file name of the config file
    • type: The type of the config file: "client" or "server"
  • <export /> This exports functions from this resource, so other resources can use them with call
    • function: The function name
    • type Whether function is exported server-side or client-side (valid values are: "client", "server" and "shared")
    • http: Can the function be called via HTTP (true/false)
  • <html />
    • src: The filename for the HTTP file (can be a path)
    • default: The html file is one that is shown by default when visiting /resourceName/ on the server. Only one html can be default, the rest are ignored. (true/false)
    • raw: The html file is not parsed by the Lua interpreter and is treated as binary data. Must be used for binary files (images mainly) (true/false)
  • <settings /> Most gamemodes use settings system to let server admins to configure it how they like. For instance you could set round time and then use get and set to get the value or change it, respectively.
    • <setting /> Resource settings can be accessed by resource and Admin panel, possible parameters are:
      • name: The setting name used by the scripts to get or set the setting value
      • value: The setting default value used by the scripts
      • friendlyname: A friendly name to the setting (optional)
      • accept: The values the setting could accept (optional)
      • examples: An Example of a value (optional)
      • desc: A description of the setting (optional)
  • <min_mta_version /> Minimum version requirements for this resource to run correctly. When authoring resources, the minimum version should usually be set to the current released version of MTA:SA (which at the moment is "1.6.0"). See example for example.
    • client: The minimum client version
    • server: The minimum server version
  • <aclrequest /> A list of ACL rights this resource will need.
    • <right /> an individual right
      • name: The right name.
      • access: Set to true to allow the resource to access this right. Set to false to deny the access to this right.
  • <sync_map_element_data /> Controls whether map element data such as "PosX" and "DoubleSided" are transferred to the client. This data is usually not required by most gamemodes or resources. (Map Editor and Interiors require this to be not set to false to work). When set in a gamemode meta.xml, the setting will apply to all maps loaded by that resource.
    • false: Disable transfer of map element data for all resources. This can reduce map download times considerably.
    • true: Enable transfer of map element data for all resources. (If false and true are set in different resources, true will have priority and all resources will transfer map element data)
  • <oop /> OOP - Please refer to OOP for documentation.
    • false: Disable OOP.
    • true: Enable OOP.
  • <download_priority_group /> If not set, the download priority group for a resource defaults to 0. If this is set higher than 0, then the resource will be downloaded and started on the client earlier than other resources. This option is useful for resources with critical client functionality that other things in your gamemode (or fair play) rely on. If set to less than 0 (a negative number, like -1), the resource will be downloaded and started on the client later than other resources. As this can be confusing, here is an example:
    • Resource A: <download_priority_group>20</download_priority_group> will start earlier than..
    • Resource B: <download_priority_group>10</download_priority_group>
      In this case, Resource A will start earlier than Resource B because its value (20) is higher than (10). In turn, Resource B will still start earlier than a resource with a negative value or a value below 10 (like 5).

Example

Here's an example of a meta file using some of the tags mentioned:

<meta>
    <info author="Slothman" version="1.0.2" name="Stealth" description="Allow scripts to insert a ped that simulates combat with a real player" type="gamemode" />

    <script src="stealthmain_server.lua" />
    <script src="noiseblip.lua" />
    <script src="mission_timer.lua" />
    <script src="gadgets_server.lua" />
    <script src="gadgets_client.lua" type="client"/>
    <script src="stealthmain_client.lua" type="client" validate="true"/>
    <script src="noisebar.lua" type="client"/>
    <script src="spycam.lua" type="client"/>
    <script src="riemann_z_demonstration.lua" type="client" cache="false"/>

    <map src="base.map" dimension="1"/>

    <file src="riot_shield.txd" download="false" />
    <file src="riot_shield.dff" download="false" />
    <file src="riot_shield.col" download="false" />
    <file src="armor.png" />
    <file src="camera.png" />
    <file src="cloak.png" />
    <file src="goggles.png" />
    <file src="mine.png" />
    <file src="radar.png" />
    <file src="shield.png" />

    <include resource="scoreboard" />
    <include resource="killmessages" />
    <include resource="maplimits" />
    
    <config src="help.xml" type="client"/>

    <export function="exampleExport1" type="server" />
    <export function="exampleExport2" type="client" />
    <export function="exampleExport3" type="shared" />

    <settings>
        <setting name="roundlimit" value="[6]" /> 
	<setting name="teamdamage" value="[1]" /> 
	<setting name="teambalance" value="[1]" /> 
	<setting name="isAllowedToShoot" value="true" />
	<setting name="admingroup" value="Admin,AdminPlus"
		friendlyname="Admin group list"
		group="_Advanced"
		accept="*"
		examples="Admin,Moderator,SuperModerator"
		desc="To use this resource, the player must belong to one of the groups listed."
		/> 
	<setting name="spazammo" value="[25]" /> 
	<setting name="m4ammo" value="[100]" />
	<setting name="shotgunammo" value="[25]" />
	<setting name="sniperammo" value="[20]" />
	<setting name="ak47ammo" value="[120]" />
	<setting name="rifleammo" value="[40]" />
	<setting name="deserteagleammo" value="[45]" />
	<setting name="pistolammo" value="[132]" />
	<setting name="uziammo" value="[150]" />
	<setting name="tec9ammo" value="[150]" />
	<setting name="silencedammo" value="[65]" />
	<setting name="grenadeammo" value="[4]" />
	<setting name="satchelammo" value="[4]" />
	<setting name="teargasammo" value="[4]" />
	<setting name="molatovammo" value="[4]" />
    </settings>

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