[media-types] Re: [IANA #1455032] application/vnd.go dot.resource registration request
Benjamin Drung <[email protected]>
| Newsgroups | gmane.ietf.types |
|---|---|
| Message-ID | <[email protected]> |
Hi David, The .text and .binary types declare the same set of file extensions. Looking at the names, shouldn't the file extensions only be assigned to one type? E.g. *.tres for application/vnd.godot.resource.text and *.res for application/vnd.godot.resource.binary? -- Benjamin Drung Debian & Ubuntu Developer On Mon, 2026-08-24 at 19:00 +0000, David Dong via RT wrote: > Hi Alexey, > > Following up on this; I've confirmed with the requester with the changes; they'll split the non-text media types. > > Their response is below. I've also corrected and split the registration templates; could you check these before we register them? > > Thank you. > > --- > > There is only one change that needs to be made to the expert's suggestion: There is no binary GDScript or GDShader, so the list would be: > > model/vnd.godot.scene.text > model/vnd.godot.scene.binary > application/vnd.godot.resource.text > application/vnd.godot.resource.binary > application/vnd.godot.project.text > application/vnd.godot.project.binary > text/vnd.godot.gdscript > text/vnd.godot.gdshader > > It is possible that we will want a MIME type for compiled versions of those in the future, but then those would not be 1:1 translatable with each other, so the text version would be authoritative, indicated by the lack of a ".text" suffix. Also, compiled versions would probably go under "application" if they exist, so there is zero need for the extra text qualifier in "text/vnd.godot.gdshader.text". > > I should further mention, just for completeness, that users can store GDScript and GDShader inside of "application/vnd.godot.resource.binary", if they wish for a binary container format. There will never be any non-compiled separate binary format for GDScript or GDShader files. We just need "text/vnd.godot.gdscript" and "text/vnd.godot.gdshader" for them. > > --- > > Best regards, > > David Dong > IANA Services Sr. Specialist > > ==== > > Name: Aaron Franke > > Email: [email protected] > > Media type name: application > > Media subtype name: vnd.godot.resource.text > > Required parameters: N/A > > Optional parameters: N/A > > 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. If integrity services are required, they must be provided externally, i.e. the format does not provide any integrity services. > > 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: N/A > > 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 > > ==== > > Name: Aaron Franke > > Email: [email protected] > > Media type name: application > > Media subtype name: vnd.godot.resource.binary > > Required parameters: N/A > > Optional parameters: N/A > > 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. If integrity services are required, they must be provided externally, i.e. the format does not provide any integrity services. > > 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: N/A > > 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 > > ==== > > Name: Aaron Franke > > Email: [email protected] > > Media type name: model > > Media subtype name: vnd.godot.scene.text > > Required parameters: N/A > > Optional parameters: N/A > > Encoding considerations: binary > > The binary and external formats are 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 scene 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 scene files do not require privacy or integrity services. If integrity services are required, they must be provided externally, i.e. the format does not provide any integrity services. > > Godot scene 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 scene 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: N/A > > 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 scene 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 scenes, but this is not encouraged. > > Provisional registration? (standards tree only): No > > Additional information: > > 1. Deprecated alias names for this type: application/x-godot-scene > 2. Magic number(s): RSCC for *.scn and *.escn > 3. File extension(s): *.tscn *.scn *.escn > 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 `model/vnd.godot.scene` 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 scene 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 scenes, but this is not encouraged. > > Author/Change controller: Godot Foundation > > ==== > > Name: Aaron Franke > > Email: [email protected] > > Media type name: model > > Media subtype name: vnd.godot.scene.binary > > Required parameters: N/A > > Optional parameters: N/A > > Encoding considerations: binary > > The binary and external formats are 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 scene 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 scene files do not require privacy or integrity services. If integrity services are required, they must be provided externally, i.e. the format does not provide any integrity services. > > Godot scene 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 scene 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: N/A > > 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 scene 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 scenes, but this is not encouraged. > > Provisional registration? (standards tree only): No > > Additional information: > > 1. Deprecated alias names for this type: application/x-godot-scene > 2. Magic number(s): RSCC for *.scn and *.escn > 3. File extension(s): *.tscn *.scn *.escn > 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 `model/vnd.godot.scene` 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 scene 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 scenes, but this is not encouraged. > > Author/Change controller: Godot Foundation > > ===== > > Name: Aaron Franke > > Email: [email protected] > > Media type name: application > > Media subtype name: vnd.godot.project.text > > Required parameters: N/A > > Optional parameters: N/A > > 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 project 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 project files do not require privacy or integrity services. If integrity services are required, they must be provided externally, i.e. the format does not provide any integrity services. > > Godot project 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 project 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: N/A > > Published specification: https://docs.godotengine.org/en/stable/classes/class_configfile.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 project files are expected to have limited use outside of Godot Engine, and therefore other software is not encouraged to implement support for them. > > Provisional registration? (standards tree only): No > > Additional information: > > 1. Deprecated alias names for this type: application/x-godot-project > 2. Magic number(s): ECFG for project.binary only > 3. File extension(s): No file extensions, only exact file names: project.godot or project.binary > 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.project` 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 project files are expected to have limited use outside of Godot Engine, and therefore other software is not encouraged to implement support for them. > > Author/Change controller: Godot Foundation > > ===== > > Name: Aaron Franke > > Email: [email protected] > > Media type name: application > > Media subtype name: vnd.godot.project.binary > > Required parameters: N/A > > Optional parameters: N/A > > 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 project 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 project files do not require privacy or integrity services. If integrity services are required, they must be provided externally, i.e. the format does not provide any integrity services. > > Godot project 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 project 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: N/A > > Published specification: https://docs.godotengine.org/en/stable/classes/class_configfile.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 project files are expected to have limited use outside of Godot Engine, and therefore other software is not encouraged to implement support for them. > > Provisional registration? (standards tree only): No > > Additional information: > > 1. Deprecated alias names for this type: application/x-godot-project > 2. Magic number(s): ECFG for project.binary only > 3. File extension(s): No file extensions, only exact file names: project.godot or project.binary > 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.project` 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 project files are expected to have limited use outside of Godot Engine, and therefore other software is not encouraged to implement support for them. > > Author/Change controller: Godot Foundation > > ===== > > Name: Aaron Franke > > Email: [email protected] > > Media type name: text > > Media subtype name: vnd.godot.gdscript > > Required parameters: N/A > > Optional parameters: N/A > > Encoding considerations: 8bit > > Security considerations: GDScript code is executable by Godot. Even parsing GDScript may pose a security risk. 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. > > GDScript files do not require privacy or integrity services. If integrity services are required, they must be provided externally, i.e. the format does not provide any integrity services. > > GDScript files are plain text, expected to be viewed and edited with a text editor. They are not based on any existing container format. > > GDScript 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. GDScript files often require other GDScript files to function. > > Interoperability considerations: N/A > > Published specification: https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html > > Applications which use this media: Godot Engine, an open source 2D and 3D game engine. > > Fragment identifier considerations: N/A > > Restrictions on usage: GDScript files are expected to have limited use outside of Godot Engine, and therefore other software is not encouraged to implement support for them. > > Provisional registration? (standards tree only): No > > Additional information: > > 1. Deprecated alias names for this type: application/x-gdscript > 2. Magic number(s): N/A > 3. File extension(s): *.gd > 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 `text/vnd.godot.gdscript` 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 > > GDScript files are expected to have limited use outside of Godot Engine, and therefore other software is not encouraged to implement support for them. > > Author/Change controller: Godot Foundation > > ===== > > Name: Aaron Franke > > Email: [email protected] > > Media type name: text > > Media subtype name: vnd.godot.gdshader > > Required parameters: N/A > > Optional parameters: N/A > > Encoding considerations: 8bit > > The default and recommended charset is UTF-8. > > Security considerations: GDShader files have an extremely limited and sandboxed API. They are only executable after compiling with Godot and sending to the GPU, at which point it is limited to operations on the GPU. > > GDScript files do not require privacy or integrity services. If integrity services are required, they must be provided externally, i.e. the format does not provide any integrity services. > > GDScript files are plain text, expected to be viewed and edited with a text editor. They are not based on any existing container format. > > GDShader files may reference other GDShader files, such as GDShader include files. > > Interoperability considerations: N/A > > Published specification: https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/shading_language.html > > Applications which use this media: Godot Engine, an open source 2D and 3D game engine. > > Fragment identifier considerations: N/A > > Restrictions on usage: GDShader files are expected to have limited use outside of Godot Engine, and therefore other software is not encouraged to implement support for them. > > Provisional registration? (standards tree only): No > > Additional information: > > 1. Deprecated alias names for this type: application/x-godot-shader > 2. Magic number(s): N/A > 3. File extension(s): *.gdshader *.gdshaderinc > 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 `text/vnd.godot.gdshader` 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 > > GDShader files are expected to have limited use outside of Godot Engine, and therefore other software is not encouraged to implement support for them. > > Author/Change controller: Godot Foundation > > > > > On Thu Aug 13 15:55:24 2026, [email protected] wrote: > > > Hi David, > > > > > > On 06/08/2026 18:52, David Dong via RT wrote: > > > > Hi Alexey, > > > > > > > > Following up on the godot requests; please see the below responses > > > > from the requester (it looks like he responded to all comments from > > > > the five requests together). > > > > > > > > -- > > > > > > > > > > > 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. > > > > They are identical except for their final encoding. They can be > > > > converted 1:1 to each other in a way that they are considered to > > > > contain the exact same data when loaded. So yes, the intention is > > > > to > > > > use the same media type, because the processing and loading of > > > > these > > > > sub-types is identical beyond the very first step. However, if it > > > > fits in better with IANA's conventions and standards for media > > > > types, > > > > it would also be acceptable to have > > > > `application/vnd.godot.resource.text` and > > > > `application/vnd.godot.resource.binary`. These proposed media type > > > > names are not in use yet, so we can make this change without > > > > breaking > > > > compatibility with anything. > > > Yes, I think this would be the best (+ delete optional parameter > > > "format" from each registration). > > > > The exact same response applies equally to Godot resources > > > > (vnd.godot.resource), Godot scenes (vnd.godot.scene), and Godot > > > > projects (vnd.godot.project). We should make the same decision for > > > > all of them: either keep as proposed, or make ".text" and ".binary" > > > > suffixed versions. I assume that IANA can add these without me > > > > submitting two nearly-identical registration requests? Or, let me > > > > know if action is required on my part. > > > > > > If IANA is happy to do that, that would be fine with me. I can sanity > > > check a pair or registrations before the same changes would be > > > applied > > > to the others? > > > > > > > > > The rest of the responses (below) are satisfactory to me. > > > > > > > > > > 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. > > > > Perhaps it would be better wording to say that if integrity > > > > services > > > > are required, they must be provided externally, i.e. the format > > > > does > > > > not provide any integrity services. Even a single bit flip may > > > > result > > > > in another valid file, with different contents. I'm also not sure > > > > what privacy services are, but the format doesn't have those > > > > either. > > > > The same applies to all Godot formats. > > > > > > > > > > > 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.) > > > > I see, I was not aware that "Interoperability considerations" > > > > refers > > > > to different versions of the file format. We can eliminate this > > > > text, > > > > consolidating into "Restrictions on usage". > > > > > > > > > > > Media subtype name: vnd.godot.gdscript > > > > > For textual media types it would be good to mention the default > > > > > charset, > > > > > which seems to be UTF-8. If that is correct, adding this > > > > > information > > > > > to > > > > > the registration template would be good. > > > > Yes, the default and recommended charset is UTF-8. This information > > > > can be added to all of these Godot format registrations for the > > > > text > > > > versions of each format. > > > > > > > > > > > 2. Magic number(s): None > > > > > "N/A" instead of "None"? > > > > Sure, swap out "None" for "N/A". > > > > > > > > -- > > > > > > > > Best regards, > > > > > > > > David Dong > > > > IANA Services Sr. Specialist > > > > > > > > On Tue Jul 28 17:02:46 2026, david.dong wrote: > > > > > Hi Alexey (filling in for Amanda), > > > > > > > > > > Following up on this; please see the below responses from the > > > > > requester (it looks like he responded to all comments from the > > > > > five > > > > > requests together). > > > > > > > > > > -- > > > > > > > > > > > > > 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. > > > > > They are identical except for their final encoding. They can be > > > > > converted 1:1 to each other in a way that they are considered to > > > > > contain the exact same data when loaded. So yes, the intention is > > > > > to > > > > > use the same media type, because the processing and loading of > > > > > these > > > > > sub-types is identical beyond the very first step. However, if it > > > > > fits > > > > > in better with IANA's conventions and standards for media types, > > > > > it > > > > > would also be acceptable to have > > > > > `application/vnd.godot.resource.text` > > > > > and `application/vnd.godot.resource.binary`. These proposed media > > > > > type > > > > > names are not in use yet, so we can make this change without > > > > > breaking > > > > > compatibility with anything. > > > > > > > > > > The exact same response applies equally to Godot resources > > > > > (vnd.godot.resource), Godot scenes (vnd.godot.scene), and Godot > > > > > projects (vnd.godot.project). We should make the same decision for > > > > > all > > > > > of them: either keep as proposed, or make ".text" and ".binary" > > > > > suffixed versions. I assume that IANA can add these without me > > > > > submitting two nearly-identical registration requests? Or, let me > > > > > know > > > > > if action is required on my part. > > > > > > > > > > > > > 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. > > > > > Perhaps it would be better wording to say that if integrity > > > > > services > > > > > are required, they must be provided externally, i.e. the format > > > > > does > > > > > not provide any integrity services. Even a single bit flip may > > > > > result > > > > > in another valid file, with different contents. I'm also not sure > > > > > what > > > > > privacy services are, but the format doesn't have those either. > > > > > The > > > > > same applies to all Godot formats. > > > > > > > > > > > > > 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.) > > > > > I see, I was not aware that "Interoperability considerations" > > > > > refers > > > > > to different versions of the file format. We can eliminate this > > > > > text, > > > > > consolidating into "Restrictions on usage". > > > > > > > > > > > > > Media subtype name: vnd.godot.gdscript > > > > > > For textual media types it would be good to mention the default > > > > > > charset, > > > > > > which seems to be UTF-8. If that is correct, adding this > > > > > > information > > > > > > to > > > > > > the registration template would be good. > > > > > Yes, the default and recommended charset is UTF-8. This > > > > > information > > > > > can be added to all of these Godot format registrations for the > > > > > text > > > > > versions of each format. > > > > > > > > > > > > > 2. Magic number(s): None > > > > > > "N/A" instead of "None"? > > > > > Sure, swap out "None" for "N/A". > > > > > > > > > > -- > > > > > > > > > > Best regards, > > > > > > > > > > David Dong > > > > > IANA Services Sr. Specialist > > > > > > > > > > On Sat Jul 18 03:03:08 2026, david.dong wrote: > > > > > > Hi Alexey (filling in for Amanda), > > > > > > > > > > > > Please see the below responses from the requester (it looks like > > > > > > he > > > > > > responded to all comments from the five requests together). > > > > > > > > > > > > -- > > > > > > > > > > > > > > > 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. > > > > > > They are identical except for their final encoding. They can be > > > > > > converted 1:1 to each other in a way that they are considered to > > > > > > contain the exact same data when loaded. So yes, the intention is > > > > > > to > > > > > > use the same media type, because the processing and loading of > > > > > > these > > > > > > sub-types is identical beyond the very first step. However, if it > > > > > > fits > > > > > > in better with IANA's conventions and standards for media types, > > > > > > it > > > > > > would also be acceptable to have > > > > > > `application/vnd.godot.resource.text` > > > > > > and `application/vnd.godot.resource.binary`. These proposed media > > > > > > type > > > > > > names are not in use yet, so we can make this change without > > > > > > breaking > > > > > > compatibility with anything. > > > > > > > > > > > > The exact same response applies equally to Godot resources > > > > > > (vnd.godot.resource), Godot scenes (vnd.godot.scene), and Godot > > > > > > projects (vnd.godot.project). We should make the same decision > > > > > > for > > > > > > all > > > > > > of them: either keep as proposed, or make ".text" and ".binary" > > > > > > suffixed versions. I assume that IANA can add these without me > > > > > > submitting two nearly-identical registration requests? Or, let me > > > > > > know > > > > > > if action is required on my part. > > > > > > > > > > > > > > > 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. > > > > > > Perhaps it would be better wording to say that if integrity > > > > > > services > > > > > > are required, they must be provided externally, i.e. the format > > > > > > does > > > > > > not provide any integrity services. Even a single bit flip may > > > > > > result > > > > > > in another valid file, with different contents. I'm also not sure > > > > > > what > > > > > > privacy services are, but the format doesn't have those either. > > > > > > The > > > > > > same applies to all Godot formats. > > > > > > > > > > > > > > > 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.) > > > > > > I see, I was not aware that "Interoperability considerations" > > > > > > refers > > > > > > to different versions of the file format. We can eliminate this > > > > > > text, > > > > > > consolidating into "Restrictions on usage". > > > > > > > > > > > > > > > Media subtype name: vnd.godot.gdscript > > > > > > > For textual media types it would be good to mention the default > > > > > > > charset, > > > > > > > which seems to be UTF-8. If that is correct, adding this > > > > > > > information > > > > > > > to > > > > > > > the registration template would be good. > > > > > > Yes, the default and recommended charset is UTF-8. This > > > > > > information > > > > > > can be added to all of these Godot format registrations for the > > > > > > text > > > > > > versions of each format. > > > > > > > > > > > > > > > 2. Magic number(s): None > > > > > > > "N/A" instead of "None"? > > > > > > Sure, swap out "None" for "N/A". > > > > > > > > > > > > -- > > > > > > > > > > > > Best regards, > > > > > > > > > > > > David Dong > > > > > > IANA Services Sr. Specialist > > > > > > > > > > > > On Wed Jul 15 11:15:59 2026, [email protected] wrote: > > > > > > > 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 > > > _______________________________________________ > media-types mailing list -- [email protected] > To unsubscribe send an email to [email protected] _______________________________________________ media-types mailing list -- [email protected] To unsubscribe send an email to [email protected]