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 |
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About ℹ️
Minecraft Console Client (MCC) is a lightweight cross-platform open-source Minecraft TUI client for Java edition that allows you to connect to any Minecraft Java server, send commands and receive text messages in a fast and easy way without having to open the main Minecraft game.
Download
Get development builds from the Releases section
How to use 📚
- 🌐 Full Documentation
- 📦 Installation
- 📖 Usage
- ⚙️ Configuration
- 🤖 Chat Bots
- 📝 Sample configuration files
Getting Help 🙋
Check out the Website, README and existing Discussions: Maybe your question is answered there. If not, please open a New Discussion and ask your question. If you find a bug, please report it in the Issues section.
Discord
We now have a Discord server, click here to join.
Helping Us ❤️
We are a small community so we need help to implement upgrades for new Minecraft versions, fixing bugs and expanding the project. We are always looking for motivated people to contribute. If you feel like it could be you, please have a look at the issues section :)
How to contribute 📝
If you'd like to contribute to Minecraft Console Client, great, just fork the repository and submit a pull request on the Master branch. To contribute to the website / online documentation see also the Website repository.
Translating Minecraft Console Client 🌍
To improve translations for MCC, please visit: Crowdin - Minecraft Console Client.
Building from the source 🏗️
This section has been moved to our new Documentation website.
License ⚖️
Unless specifically stated, the code is from the MCC Team or Contributors, and available under CDDL-1.0. Else, the license and original author are mentioned in source file headers. The main terms of the CDDL-1.0 license are basically the following:
- You may use the licensed code in whole or in part in any program you desire, regardless of the license of the program as a whole (or rather, as excluding the code you are borrowing). The program itself may be open or closed source, free or commercial.
- However, in all cases, any modifications, improvements, or additions to the CDDL code (any code that is referenced in direct modifications to the CDDL code is considered an addition to the CDDL code, and so is bound by this requirement; e.g. a modification of a math function to use a fast lookup table makes that table itself an addition to the CDDL code, regardless of whether it's in a source code file of its own) must be made publicly and freely available in source, under the CDDL license itself.
- In any program (source or binary) that uses CDDL code, recognition must be given to the source (either project or author) of the CDDL code. As well, modifications to the CDDL code (which must be distributed as source) may not remove notices indicating the ancestry of the code.
More info at http://qstuff.blogspot.fr/2007/04/why-cddl.html Full license at http://opensource.org/licenses/CDDL-1.0