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 |
||
|---|---|---|
| .github | ||
| .idea | ||
| ConsoleInteractive@db2be2a7f8 | ||
| DebugTools | ||
| Docker | ||
| docs | ||
| MinecraftClient | ||
| MinecraftClientGUI | ||
| .gitattributes | ||
| .gitignore | ||
| .gitmodules | ||
| crowdin.yml | ||
| LICENSE.md | ||
| MinecraftClient.sln | ||
| MinecraftClientGUI.sln | ||
| README.md | ||
English | Nederlands | Русский | Српски | Türkçe | Tiếng Việt | 简体中文 | 繁體中文
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