Minecraft-Console-Client/MinecraftClient/Protocol/Handlers/StructuredComponents/Components/1_20_6/ItemNameComponent.cs
BruceChen 5e416d6b72 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
2026-03-20 00:33:50 +08:00

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949 B
C#

using System.Collections.Generic;
using MinecraftClient.Inventory.ItemPalettes;
using MinecraftClient.Protocol.Handlers.StructuredComponents.Core;
using MinecraftClient.Protocol.Message;
namespace MinecraftClient.Protocol.Handlers.StructuredComponents.Components._1_20_6;
public class ItemNameComponent(DataTypes dataTypes, ItemPalette itemPalette, SubComponentRegistry subComponentRegistry)
: StructuredComponent(dataTypes, itemPalette, subComponentRegistry)
{
public string ItemName { get; set; } = string.Empty;
public Dictionary<string, object>? ItemNameNbt { get; set; }
public override void Parse(Queue<byte> data)
{
ItemNameNbt = dataTypes.ReadNextNbt(data);
ItemName = ChatParser.ParseText(ItemNameNbt);
}
public override Queue<byte> Serialize()
{
var data = new List<byte>();
data.AddRange(DataTypes.GetNbt(ItemNameNbt));
return new Queue<byte>(data);
}
}