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fix: StructuredComponents batch 4 audit — CustomName, ItemName, Lore use NBT encoding
In 1.20.6+, ComponentSerialization.STREAM_CODEC uses ByteBufCodecs.fromCodecWithRegistries (NBT tag format), not plain string. The previous implementation incorrectly used ReadNextString/GetString for custom_name (5), item_name (6), and lore (7) components. Fixed all three to use ReadNextNbt/GetNbt, preserving raw NBT data for round-trip serialization while still extracting readable text via ChatParser.ParseText(Dictionary). Other batch 4 components (custom_data, entity_data, bucket_entity_data, block_entity_data, debug_stick_state, map_decorations, recipes, lock, container_loot, intangible_projectile — all NBT; hide_additional_tooltip, hide_tooltip, fire_resistant, creative_slot_lock — all Unit/Empty; note_block_sound — ResourceLocation string) were verified correct. Made-with: Cursor
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c689343371
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3 changed files with 17 additions and 10 deletions
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@ -9,16 +9,18 @@ public class CustomNameComponent(DataTypes dataTypes, ItemPalette itemPalette, S
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: StructuredComponent(dataTypes, itemPalette, subComponentRegistry)
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{
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public string CustomName { get; set; } = string.Empty;
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public Dictionary<string, object>? CustomNameNbt { get; set; }
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public override void Parse(Queue<byte> data)
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{
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CustomName = ChatParser.ParseText(dataTypes.ReadNextString(data));
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CustomNameNbt = dataTypes.ReadNextNbt(data);
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CustomName = ChatParser.ParseText(CustomNameNbt);
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}
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public override Queue<byte> Serialize()
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{
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var data = new List<byte>();
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data.AddRange(DataTypes.GetString(CustomName));
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data.AddRange(DataTypes.GetNbt(CustomNameNbt));
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return new Queue<byte>(data);
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}
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}
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@ -9,16 +9,18 @@ public class ItemNameComponent(DataTypes dataTypes, ItemPalette itemPalette, Sub
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: StructuredComponent(dataTypes, itemPalette, subComponentRegistry)
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{
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public string ItemName { get; set; } = string.Empty;
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public Dictionary<string, object>? ItemNameNbt { get; set; }
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public override void Parse(Queue<byte> data)
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{
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ItemName = ChatParser.ParseText(dataTypes.ReadNextString(data));
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ItemNameNbt = dataTypes.ReadNextNbt(data);
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ItemName = ChatParser.ParseText(ItemNameNbt);
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}
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public override Queue<byte> Serialize()
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{
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var data = new List<byte>();
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data.AddRange(DataTypes.GetString(ItemName));
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data.AddRange(DataTypes.GetNbt(ItemNameNbt));
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return new Queue<byte>(data);
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}
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}
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@ -10,6 +10,7 @@ public class LoreNameComponent1206(DataTypes dataTypes, ItemPalette itemPalette,
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{
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public int NumberOfLines { get; set; }
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public List<string> Lines { get; set; } = [];
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public List<Dictionary<string, object>> LinesNbt { get; set; } = [];
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public override void Parse(Queue<byte> data)
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{
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@ -18,18 +19,20 @@ public class LoreNameComponent1206(DataTypes dataTypes, ItemPalette itemPalette,
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if (NumberOfLines <= 0) return;
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for (var i = 0; i < NumberOfLines; i++)
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Lines.Add(ChatParser.ParseText(dataTypes.ReadNextString(data)));
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{
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var lineNbt = dataTypes.ReadNextNbt(data);
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LinesNbt.Add(lineNbt);
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Lines.Add(ChatParser.ParseText(lineNbt));
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}
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}
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public override Queue<byte> Serialize()
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{
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var data = new List<byte>();
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data.AddRange(DataTypes.GetVarInt(Lines.Count));
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data.AddRange(DataTypes.GetVarInt(LinesNbt.Count));
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if (Lines.Count <= 0) return new Queue<byte>(data);
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foreach (var line in Lines)
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data.AddRange(DataTypes.GetString(line));
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foreach (var lineNbt in LinesNbt)
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data.AddRange(DataTypes.GetNbt(lineNbt));
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return new Queue<byte>(data);
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}
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