Commit graph

37 commits

Author SHA1 Message Date
Anon
a2f7511ef7 Optimized World.cs 2026-03-25 23:57:02 +01:00
copilot-swe-agent[bot]
81b756292e Fix all compilation warnings (CS9107, CS8600, CS8604, CS8618, CS0168, CS0169, CS0649)
- Fix CS9107: Replace lowercase primary constructor parameter refs with
  PascalCase base class properties in 90+ StructuredComponent files
- Fix CS8618: Add null! initializers for late-initialized properties
- Fix CS8600: Use nullable out parameters in World.cs, ChatParser.cs
- Fix CS8604: Add null guard in Compiler.cs, fix null-conditional in McClient.cs
- Fix CS0168: Replace unused variable with discard in DataTypes.cs
- Fix CS0169: Remove unused motionY field from McClient.cs
- Fix CS0649: Remove never-assigned steps field, simplify ClientIsMoving()
- Initialize client/handler with null! to avoid CS8618 cascade

Co-authored-by: milutinke <441903+milutinke@users.noreply.github.com>
Agent-Logs-Url: https://github.com/milutinke/Minecraft-Console-Client/sessions/7fcee1b2-21e2-4457-b01b-5e0a1f07752f
2026-03-24 01:25:50 +00:00
copilot-swe-agent[bot]
c5df6a49c6 Modernize null-check patterns: use 'is null' and 'is not null'
Replace '== null' with 'is null' and '!= null' with 'is not null'
across 19 core files following modern C# pattern matching conventions.

Only literal null comparisons are changed. Assignments, value
comparisons, and LINQ expressions are left untouched.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-03-24 00:28:02 +00:00
BruceChen
ee02974abe fix: Explosion packet parsing and update attribute fallback for 1.21
Fix the Explosion packet handler that was truncating reads at the
knockback fields, leaving BlockInteraction, particles, and SoundEvent
bytes unconsumed for 1.20.4+. The old commented-out code had three bugs:
conditional particle read (should always read both small and large),
reading SoundEvent as a plain string (it's a Holder<SoundEvent> encoded
as VarInt id + optional inline DIRECT_STREAM_CODEC), and an incorrect
fixedRange version gate. Verified against decompiled ClientboundExplodePacket
from both 1.20.6 and 1.21.1 — the wire format is identical across versions.

Update LoadDefaultAttributes() fallback to match the 1.21.1 registry
order (31 attributes), adding 9 new entries: burning_time,
explosion_knockback_resistance, mining_efficiency, movement_efficiency,
oxygen_bonus, sneaking_speed, submerged_mining_speed,
sweeping_damage_ratio, and water_movement_efficiency. This fallback is
only used when the server omits the attribute RegistryData packet.

Made-with: Cursor
2026-03-20 01:29:18 +08:00
BruceChen
b692b13bbc Fix EntityProperties crash and add default attribute registry fallback
After the previous commit (99ac3d0) moved attribute lookup from a hardcoded
dictionary to the dynamic RegistryData, MCC would crash immediately upon
joining a vanilla 1.20.6 server with:

  System.ArgumentException: An item with the same key has already been added.
  Key: unknown

Root cause: When KnownDataPacks negotiation tells the server that MCC already
has the "minecraft" data pack, the server skips sending RegistryData for
registries it considers "known" — including minecraft:attribute. This left
the dynamic attribute map empty, so every VarInt attribute ID resolved to
"unknown". The EntityProperties packet often contains multiple attributes
(e.g. armor, max_health, movement_speed), and `keys.Add("unknown", ...)` on
the second "unknown" attribute threw ArgumentException.

Two fixes applied:

1. World.GetAttributeNameById(): When the dynamic attribute map is empty
   (server didn't send the registry), automatically load the vanilla 1.20.6
   default attribute order (22 entries matching Attributes.java registration
   order). This mirrors the pattern used for dimensions where defaults are
   loaded when RegistryData is not sent. If a modded server sends a custom
   attribute registry, the dynamic map takes precedence.

2. Protocol18.cs EntityProperties handler: Change `keys.Add(propertyKey,
   propertyValue2)` to `keys[propertyKey] = propertyValue2` to tolerate
   duplicate keys defensively, in case an unknown attribute ID still appears.

Tested: MCC now connects to a vanilla 1.20.6 offline-mode server, stays
online for 6+ minutes with no crashes or disconnections. Verified: chat
messages received, inventory listing (item names/counts correct), entity
detection, TPS query, and health query all work correctly.

Made-with: Cursor
2026-03-19 01:26:20 +08:00
BruceChen
99ac3d028a Dynamically parse minecraft:attribute registry from server RegistryData
In 1.20.6+, EntityProperties packets reference attributes by VarInt registry
IDs instead of string names. Previously, a hardcoded dictionary of 22 attribute
entries (matching the vanilla 1.20.6 registry) was used to map these IDs back
to names. This works for vanilla servers but would fail silently for modded
servers that add custom attributes — any unknown ID would be reported as
"unknown".

This commit replaces the hardcoded attribute dictionary with dynamic registry
parsing, following the same pattern already used for dimension_type and
chat_type registries:

- World.cs: Add static `attributeIdMap` field, `SetAttributeIdMap()` and
  `GetAttributeNameById()` methods for storing/querying attribute names by
  their VarInt registry IDs.

- Protocol18.cs (RegistryData handler): When the server sends a
  `minecraft:attribute` registry during the Configuration phase, parse all
  entries and store the ID→name mapping. The `minecraft:` prefix is stripped
  from entry names to match the format used in EntityProperties packets
  (e.g. "minecraft:generic.armor" → "generic.armor").

- Protocol18.cs (EntityProperties handler): Remove the hardcoded 22-entry
  `attributeDictionary` and use `World.GetAttributeNameById()` instead.
  Unknown IDs still fall back to "unknown" for safety.

Also closes issue #4 (Disconnect packet extra boolean) — verified that both
Play and Configuration phase Disconnect handlers already use `ReadNextChat()`
(NBT format since 1.20.4+), matching the 1.20.6 protocol spec. No code
changes needed; updated tracking document to mark as closed.

Made-with: Cursor
2026-03-19 01:12:18 +08:00
BruceChen
41a701b6b2 Fix RegistryData parsing and KnownDataPacks negotiation for 1.20.6
Two critical issues in the 1.20.6 configuration phase that could cause
connection instability and packet desync:

1. RegistryData: The handler used an early `break` when it encountered
   a registryId other than "minecraft:dimension_type" or
   "minecraft:chat_type". This skipped reading the remaining entries
   for that registry, leaving unconsumed data in the packet buffer.
   Subsequent packet reads would start at the wrong offset, causing
   cascading parse failures and eventual disconnection.

   Fix: Always read all entries (entryId + hasData + optional NBT)
   for every registry, regardless of whether we process it. For
   dimension_type entries, if the server sends inline NBT data (i.e.
   non-vanilla dimensions from mods/datapacks), parse and store
   the dimension directly via World.StoreOneDimension(). Only fall
   back to hardcoded defaults when no dimension data was received.

2. KnownDataPacks: The client echoed back ALL packs the server
   listed, including non-vanilla ones. This told the server "I have
   these packs cached" when the client actually did not, so the
   server would skip sending full registry data for those packs.
   The result: incomplete registries for modded/datapack content.

   Fix: Filter the response to only include packs with the
   "minecraft" namespace. Non-vanilla packs are omitted, forcing
   the server to send their full registry data inline.

Also adds supporting methods to World.cs:
- SetDimensionIdMap(): Store VarInt ID -> dimension name mapping
  from RegistryData entries (needed by JoinGame/Respawn)
- GetDimensionNameById(): Look up dimension name by numeric ID
- HasAnyDimension(): Check if any dimensions were loaded from
  server-provided data

Made-with: Cursor
2026-03-19 00:13:22 +08:00
breadbyte
494be0930b
Merge branch 'master' into 1.20.6 2025-12-02 00:06:16 +08:00
vinicius
d0c9695a79 Fixed bug in SetDimension method of World class, where it would crash if joining a paper server. Added error handling. 2024-12-05 02:13:21 +00:00
Anon
67e36a92d2 First working version, not fully tested 2024-06-30 11:26:41 +02:00
BruceChen
84cf749344 Implement command completion suggestions. 2022-12-06 15:50:17 +08:00
BruceChen
077e3a5e9f
Crowdin localization support (#2310)
* Switching to use resource files

* Update Crowdin configuration file

* Code cleanup
2022-10-28 11:13:20 +08:00
Milutinke
730990cee5 Switched to a faster implementation of FindBlock proposed by Daenges, tested on Farmer Bot.
Tweaked the amount of bone mealing in the Farmer Bot.
2022-10-18 22:39:48 +02:00
BruceChen
1d52d1eadd
Fix all warnings & Trim (#2226)
* Fix AutoFishing crash
* Fix all warnings
* Remove DotNetZip.
* Fix the usage of HttpClient.
2022-10-02 18:31:08 +08:00
BruceChen
4aa6c1c99f
Upgrade GetLookingBlock 2022-10-02 13:49:36 +08:00
BruceChen
4d4940a3b9 Trim 2022-09-07 00:08:31 +08:00
BruceChen
8ce5c40b28 Another fix for #2159 2022-09-07 00:02:09 +08:00
BruceChen
afdf2f9e2c Merge from master 2022-09-04 10:44:25 +08:00
BruceChen
6cb0c35ab8 Trim 2022-09-02 22:38:59 +08:00
BruceChen
0382e07d50 Bug fix: Chunk deleted by mistake 2022-09-02 21:02:25 +08:00
BruceChen
0a689e407e Trim 2022-08-31 19:50:11 +08:00
BruceChen
9089bb4cdb Change how world is stored & Bug fix 2022-08-31 18:00:00 +08:00
BruceChen
bc5298bf5f Terrain support for 1.19 2022-08-28 22:27:21 +08:00
BruceChen
5f520e2cf4 Improve ReadBlockStatesField 2022-08-25 10:40:55 +08:00
BruceChen
58eafdfd5c Optimize cold start speed and block loading speed 2022-08-25 01:34:07 +08:00
BruceChen
01ef9a89ca Bug fix: Cancel chunk load task when switching worlds 2022-08-24 18:16:16 +08:00
Milutinke
af6f655d5e Fixed the requested changes for Terrain Movement. Tested and working. 2022-08-18 20:58:49 +02:00
BruceChen
ff014d2912 Delete unnecessary comments 2022-07-25 03:50:31 +08:00
BruceChen
357820e1c2 Fix bugs in gravity handle 2022-07-25 03:19:24 +08:00
BruceChen
516effa81d terrain handling for 1.18(1.18.1) and 1.18.2 2022-07-24 21:41:56 +08:00
ORelio
aeca6a8f53 Add thead safety to terrain data (#1999)
Allow safely reading terrain data from other threads
2022-04-23 12:00:50 +02:00
ReinforceZwei
90505dbc4c
New method for getting looking location (#1503)
* New method for getting looking location

* improve
2021-03-13 22:23:58 +08:00
Рома Данилов
8fedd59f0a
Add FindBlock on GetWorld (#1152)
* Add FindBlock
* Add FindBlock Array
* Update World.cs
* Factorize FindBlock methods
2020-07-29 21:49:16 +02:00
ORelio
a6e660c974 Enable/Disable TerrainAndMovements while logged in
Feature requested in #705
2019-04-28 21:32:03 +02:00
ORelio
c04b17cabc Implement Terrain and Movements for MC 1.13
Special thanks to @TheSnoozer and @vkorn for their help!

 - Implement global block Palette mechanism
 - Add class generation tool from blocks.json
 - Regenerate Material.cs and redefine solid blocks
 - Migrate previous Material.cs into Palette112
 - Generate Palette113 from MC 1.13.2 blocks.json
 - Improve Block class to handle up to 65535 block states
 - Adjust terrain parsing, small fixes in packets
 - Remove unused snapshot-related protocol cases

Solves #599
2019-04-25 22:19:50 +02:00
ORelio
49702e30b8 Add block material database
Taken from Bukkit's Material class, with credits.
Allows to know types and properties of blocks.
+ Use database for "is solid" checks
+ Add "can harm players" method
+ Faster movements, falling seems natural now
+ Shorter error message when ping failed
2015-12-09 23:04:00 +01:00
ORelio
cb00c28b6e Add world handling (and fall to ground)
- World is now properly parsed and stored from chunk data
- Block changes are also handled and world updated accordingly
- Added ground checking, the player will move down to reach the ground
- Performance tweaking in Protocol18, using lists instead of arrays
- Fix player look not properly skipped causing invalid location after
teleport
2015-11-30 15:30:49 +01:00