[media-types] Re: [IANA #1455032] application/vnd.go dot.resource registration request

Alexey Melnikov <[email protected]> Wed, 15 Jul 2026 12:15:33 +0100
Newsgroups gmane.ietf.types
Message-ID <[email protected]>
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Hi Amanda,

This is mostly Ok to register. Some questions/comments below:

On 07/07/2026 03:52, Amanda Baber via RT wrote:
> Hi Alexey,
>
> Resending #2 of 5 from June 29th. (Sorry, I accidentally labeled the last one "#1 of 1.")
>
> thanks,
> Amanda
>
> On Mon Jun 29 23:37:10 2026, amanda.baber wrote:
>> Hi Alexey,
>>
>> This is #2 of 5.
>>
>> thanks,
>> Amanda
>>
>> =====
>>
>> Name: Aaron Franke
>>
>> Email:[email protected]
>>
>> Media type name: application
>>
>> Media subtype name: vnd.godot.resource
>>
>> Required parameters: N/A
>>
>> Optional parameters: Text-based Godot resources, `*.tres` files:
>> `format=text`
>> Binary Godot resources, `*.res` files: `format=binary`
This looks like 2 different formats, but if they are similar enough, 
reuse of the same media type is Ok.
>> Encoding considerations: binary
>>
>> The binary format is entirely binary. The text-based format is usually
>> 8-bit text, but MAY have lines longer than 998 octets, which qualifies
>> as binary per RFC 2045 section 2.8.
>>
>> Security considerations: Godot resource files may contain arbitrarily
>> many levels of nested content. The types of nested content include
>> executable GDScript code, or possibly other executable content. It is
>> trivial to craft a malicious file which can be loaded by Godot and
>> escape into the operating system. Therefore, sandboxing is required
>> when loading untrusted files.
>>
>> Godot resource files do not require privacy or integrity services.
I question the statement about integrity, considering the statement 
above about executable scripts. But Ok.
>> Godot resource files are based on the INI-style Godot ConfigFile
>> format as the common structure, which also underlies most Godot
>> formats. This has the same security considerations generally, with the
>> same ability to contain arbitrary executable content.
>>
>> Godot resource files may link to other Godot files, such as Godot
>> scenes, Godot resources, GDScript files, GDShader files, and more.
>> This is done through Godot referencing syntaxes, such as project-
>> relative path, project-wide unique ID, or class name.
>>
>> Interoperability considerations: Godot resource is a vendor-specific
>> general-purpose data format, designed for Godot Engine. Godot resource
>> files are not designed for interoperability with other software.

This section is about backward compatibility with earlier version of the 
format. So I think the above text doesn't quite fit that and thus is not 
needed.

(The template already has a similar text in the "Restrictions on usage", 
which is fine.)

>> Published specification:
>> https://docs.godotengine.org/en/stable/engine_details/file_formats/tscn.html
>>
>> Applications which use this media: Godot Engine, an open source 2D and
>> 3D game engine.
>>
>> Fragment identifier considerations: N/A
>>
>> Restrictions on usage: Godot resource files may be useful for other
>> software to load, but implementations attempting to load them are not
>> guaranteed to keep working over time. Other software may choose to
>> implement support for loading Godot resources, but this is not
>> encouraged.
>>
>> Provisional registration? (standards tree only): No
>>
>> Additional information:
>>
>> 1. Deprecated alias names for this type: application/x-godot-resource
>> 2. Magic number(s): RSCC for *.res only
>> 3. File extension(s): *.tres *.res
>> 4. Macintosh file type code: N/A
>> 5. Object Identifiers: N/A
>>
>> General Comments: The primary purpose of registering Godot-specific
>> formats is to define them, providing documentation of their
>> characteristics to non-Godot software, and provide a stable vendor-
>> scoped MIME type going forward, that being
>> `application/vnd.godot.resource` in this case. However, there is no
>> expectation of other software adopting Godot-specific formats or
>> adding support for loading them.
>>
>> Person to contact for further information:
>>
>> 1. Name: Godot IANA Inbox
>> 2. Email:[email protected]
>>
>> Intended usage: LIMITED USE
>>
>> Godot resource files may be useful for other software to load, but
>> implementations attempting to load them are not guaranteed to keep
>> working over time. Other software may choose to implement support for
>> loading Godot resources, but this is not encouraged.
>>
>> Author/Change controller: Godot Foundation
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    <p>Hi Amanda,</p>
    <p>This is mostly Ok to register. Some questions/comments below:</p>
    <div class="moz-cite-prefix">On 07/07/2026 03:52, Amanda Baber via
      RT wrote:<br>
    </div>
    <blockquote type="cite"
      cite="mid:[email protected]">
      <pre wrap="" class="moz-quote-pre">Hi Alexey,

Resending #2 of 5 from June 29th. (Sorry, I accidentally labeled the last one "#1 of 1.")

thanks,
Amanda

On Mon Jun 29 23:37:10 2026, amanda.baber wrote:
</pre>
      <blockquote type="cite">
        <pre wrap="" class="moz-quote-pre">Hi Alexey,

This is #2 of 5.

thanks,
Amanda

=====

Name: Aaron Franke

Email: <a class="moz-txt-link-abbreviated" href="mailto:[email protected]">[email protected]</a>

Media type name: application

Media subtype name: vnd.godot.resource

Required parameters: N/A

Optional parameters: Text-based Godot resources, `*.tres` files:
`format=text`
Binary Godot resources, `*.res` files: `format=binary`</pre>
      </blockquote>
    </blockquote>
    This looks like 2 different formats, but if they are similar enough,
    reuse of the same media type is Ok.
    <blockquote type="cite"
      cite="mid:[email protected]">
      <blockquote type="cite">
        <pre wrap="" class="moz-quote-pre">Encoding considerations: binary

The binary format is entirely binary. The text-based format is usually
8-bit text, but MAY have lines longer than 998 octets, which qualifies
as binary per RFC 2045 section 2.8.

Security considerations: Godot resource files may contain arbitrarily
many levels of nested content. The types of nested content include
executable GDScript code, or possibly other executable content. It is
trivial to craft a malicious file which can be loaded by Godot and
escape into the operating system. Therefore, sandboxing is required
when loading untrusted files.

Godot resource files do not require privacy or integrity services.</pre>
      </blockquote>
    </blockquote>
    I question the statement about integrity, considering the statement
    above about executable scripts. But Ok.
    <blockquote type="cite"
      cite="mid:[email protected]">
      <blockquote type="cite">
        <pre wrap="" class="moz-quote-pre">Godot resource files are based on the INI-style Godot ConfigFile
format as the common structure, which also underlies most Godot
formats. This has the same security considerations generally, with the
same ability to contain arbitrary executable content.

Godot resource files may link to other Godot files, such as Godot
scenes, Godot resources, GDScript files, GDShader files, and more.
This is done through Godot referencing syntaxes, such as project-
relative path, project-wide unique ID, or class name.

Interoperability considerations: Godot resource is a vendor-specific
general-purpose data format, designed for Godot Engine. Godot resource
files are not designed for interoperability with other software.</pre>
      </blockquote>
    </blockquote>
    <p>This section is about backward compatibility with earlier version
      of the format. So I think the above text doesn't quite fit that
      and thus is not needed.</p>
    <p>(The template already has a similar text in the "<span
      style="white-space: pre-wrap">Restrictions on usage", which is fine.)</span></p>
    <blockquote type="cite"
      cite="mid:[email protected]">
      <blockquote type="cite">
        <pre wrap="" class="moz-quote-pre">Published specification:
<a class="moz-txt-link-freetext" href="https://docs.godotengine.org/en/stable/engine_details/file_formats/tscn.html">https://docs.godotengine.org/en/stable/engine_details/file_formats/tscn.html</a>

Applications which use this media: Godot Engine, an open source 2D and
3D game engine.

Fragment identifier considerations: N/A

Restrictions on usage: Godot resource files may be useful for other
software to load, but implementations attempting to load them are not
guaranteed to keep working over time. Other software may choose to
implement support for loading Godot resources, but this is not
encouraged.

Provisional registration? (standards tree only): No

Additional information:

1. Deprecated alias names for this type: application/x-godot-resource
2. Magic number(s): RSCC for *.res only
3. File extension(s): *.tres *.res
4. Macintosh file type code: N/A
5. Object Identifiers: N/A

General Comments: The primary purpose of registering Godot-specific
formats is to define them, providing documentation of their
characteristics to non-Godot software, and provide a stable vendor-
scoped MIME type going forward, that being
`application/vnd.godot.resource` in this case. However, there is no
expectation of other software adopting Godot-specific formats or
adding support for loading them.

Person to contact for further information:

1. Name: Godot IANA Inbox
2. Email: <a class="moz-txt-link-abbreviated" href="mailto:[email protected]">[email protected]</a>

Intended usage: LIMITED USE

Godot resource files may be useful for other software to load, but
implementations attempting to load them are not guaranteed to keep
working over time. Other software may choose to implement support for
loading Godot resources, but this is not encouraged.

Author/Change controller: Godot Foundation
</pre>
      </blockquote>
      <pre wrap="" class="moz-quote-pre">
</pre>
    </blockquote>
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