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imagegen-go MCP 服务器
MCP server which will trigger OpenAI to generate image
Weather MCP Server
Un servidor de Protocolo de Contexto de Modelo que proporciona información meteorológica.
Code Analyzer MCP Server
MCP server for analyzing code for bugs, errors, and functionality issues
Recall MCP Server
Un servidor MCP sencillo que expone la funcionalidad básica de Recall, incluyendo la lista de buckets, la obtención de saldos de cuentas, la creación de objetos y más.
HAN JIE
123123
MCP Server Template (Python)
Bilibili MCP 服务器
🤖 Claude AI Documentation Assistant 📚
Un servidor MCP que se integra con Claude para proporcionar capacidades de búsqueda de documentación inteligente en múltiples bibliotecas de IA/ML, permitiendo a los usuarios recuperar y procesar información técnica a través de consultas en lenguaje natural.
@modelcontextprotocol/server-terminal
Mirror of
FastMCP 🚀
The fast, Pythonic way to build Model Context Protocol servers 🚀
DevRev MCP server
Mirror of
Modern Control Protocol (MCP) Server
A modern, scalable MCP server implementation with support for multiple AI providers, advanced monitoring, and robust conversation management.
mcp-clj
A MCP server written in clojure
MCP Dockmaster
MCP Dockmaster allows you to easily install and manage MCP servers. Available for Mac, Windows and Linux as a Desktop App, CLI and a library.
Taiga MCP Bridge
Un puente de protocolo que conecta sistemas de IA con la plataforma de gestión de proyectos Taiga, permitiendo que las herramientas de IA creen y gestionen proyectos, épicas, historias de usuario, tareas, incidencias y sprints.
Govee MCP Server
Mirror of
Place ID MCP Server
Serveur MCP connecté à l'API Google Places pour récupérer dynamiquement des photos de lieux et les intégrer dans Cursor via Smithery
MCP Go
Server side MCP implementation for Golang
Firecrawl MCP Server
Espejo de
ModelContextProtocol (MCP) Java SDK v0.8.0 Specification
Okay, here's a breakdown of instructions for an AI on how to create a Java-based Minecraft Protocol (MCP) server and client. This is a complex task, so the instructions are broken down into manageable steps. The AI should be able to follow these instructions, assuming it has access to Java development tools and Minecraft protocol documentation. **I. Understanding the Goal and Prerequisites** * **Goal:** Create a basic Java application that can act as both a Minecraft server (handling client connections and basic world data) and a Minecraft client (connecting to a server and sending/receiving data). This will *not* be a full-fledged Minecraft server or client, but a simplified version for learning and experimentation. * **Prerequisites:** * **Java Development Kit (JDK):** The AI needs to have access to a JDK (version 8 or higher is recommended). * **Integrated Development Environment (IDE):** An IDE like IntelliJ IDEA, Eclipse, or NetBeans is highly recommended for code editing, debugging, and project management. * **Minecraft Protocol Documentation:** The AI *must* have access to up-to-date Minecraft protocol documentation. This is crucial for understanding the packet structure and handshake process. A good starting point is the Wiki.vg Minecraft Protocol page (search for "Wiki.vg Minecraft Protocol"). The AI should be able to access and parse this documentation. * **Networking Knowledge:** The AI should have a basic understanding of TCP/IP networking, sockets, and streams. * **Data Serialization/Deserialization:** The AI needs to understand how to serialize and deserialize data into byte streams for network transmission and back into Java objects. * **Compression/Encryption (Optional):** For a more realistic implementation, the AI should understand how to implement compression (zlib) and encryption (AES) as used in the Minecraft protocol. **II. Project Setup** 1. **Create a New Java Project:** * Create a new Java project in the chosen IDE. * Name the project something like "SimpleMinecraft." * Set up the project structure with appropriate packages (e.g., `server`, `client`, `protocol`, `util`). 2. **Dependencies (if needed):** * If using external libraries for networking or data handling, add them as dependencies to the project. For example, libraries for handling UUIDs or JSON might be useful. Maven or Gradle can be used for dependency management. **III. Server Implementation** 1. **Server Socket Setup:** * Create a `ServerSocket` to listen for incoming client connections on a specific port (e.g., 25565, the default Minecraft port). * Use a `while` loop to continuously accept new client connections. * For each new connection, create a new `Thread` to handle the client's communication. 2. **Client Connection Handling (within the Thread):** * Get the `Socket` from the accepted connection. * Create `InputStream` and `OutputStream` objects for reading data from and writing data to the client. 3. **Handshake:** * **Read the Handshake Packet (ID 0x00):** Parse the incoming data stream to extract the protocol version, server address, and next state (1 for status, 2 for login). Refer to the Minecraft protocol documentation for the exact packet structure. * **Handle Status Request (State 1):** * **Respond with Status Response Packet (ID 0x00):** Create a JSON string containing server information (e.g., MOTD, player count, protocol version). Serialize this JSON string into a packet and send it to the client. * **Handle Ping Request Packet (ID 0x01):** Read the ping payload from the client. * **Respond with Ping Response Packet (ID 0x01):** Send the same ping payload back to the client. * Close the connection. * **Handle Login Request (State 2):** * **Read Login Start Packet (ID 0x00):** Parse the player's username from the packet. * **Authentication (Simplified):** For this simplified server, skip full authentication. Just assign a UUID to the player. * **Send Login Success Packet (ID 0x02):** Send a packet containing the player's UUID and username. * **Send Join Game Packet (ID 0x26 (1.16.5) - Packet ID changes with version)):** Send a packet containing information about the game (e.g., entity ID, gamemode, dimension). This packet's structure is version-dependent. * **Send other necessary packets:** Depending on the desired functionality, send packets like `SpawnPosition`, `PlayerAbilities`, `HeldItemChange`, `ChunkData`, `EntityMetadata`, etc. These packets are crucial for setting up the player's initial state in the world. 4. **Game Loop (Basic):** * After the login sequence, enter a basic game loop. * **Receive Packets:** Continuously read packets from the client. * **Process Packets:** Handle incoming packets (e.g., chat messages, player movement). For a simple server, you might only handle chat messages and ignore movement. * **Send Updates:** Send updates to the client (e.g., chat messages from other players, changes in the world). **IV. Client Implementation** 1. **Socket Connection:** * Create a `Socket` to connect to the server's IP address and port. * Create `InputStream` and `OutputStream` objects for reading data from and writing data to the server. 2. **Handshake:** * **Create and Send Handshake Packet (ID 0x00):** Construct the handshake packet with the correct protocol version, server address, and next state (2 for login). * **Create and Send Login Start Packet (ID 0x00):** Construct the login start packet with the desired username. 3. **Login Handling:** * **Receive Login Success Packet (ID 0x02):** Parse the player's UUID and username from the packet. * **Receive Join Game Packet (ID 0x26 (1.16.5)):** Parse the game information from the packet. 4. **Game Loop (Basic):** * After the login sequence, enter a basic game loop. * **Receive Packets:** Continuously read packets from the server. * **Process Packets:** Handle incoming packets (e.g., chat messages, world updates). * **Send Packets:** Send packets to the server (e.g., chat messages, player movement). **V. Protocol Handling (Crucial)** 1. **Packet Structure:** * The AI *must* understand the structure of Minecraft packets. Each packet consists of: * **Length:** A variable-length integer (VarInt) indicating the length of the packet data that follows. * **ID:** A VarInt indicating the packet ID. * **Data:** The packet-specific data, formatted according to the packet ID. 2. **VarInt Encoding/Decoding:** * Implement methods to encode and decode VarInts. VarInts are used extensively in the Minecraft protocol. They are variable-length integers that use a variable number of bytes to represent the integer value. 3. **Data Types:** * Understand and implement methods for reading and writing the following data types: * `byte` * `short` * `int` * `long` * `float` * `double` * `boolean` * `String` (UTF-8 encoded) * `UUID` * `VarInt` * Arrays of the above types 4. **Packet Classes:** * Create Java classes to represent each packet type. Each class should have fields corresponding to the packet's data fields. * Implement methods in each packet class to serialize the data into a byte stream and deserialize the data from a byte stream. **VI. Error Handling and Logging** * Implement proper error handling to catch exceptions (e.g., `IOException`, `SocketException`). * Use a logging framework (e.g., `java.util.logging`, Log4j) to log important events and errors. **VII. Version Compatibility** * The Minecraft protocol changes frequently. The AI *must* be aware of the protocol version it is targeting. * Consider using a configuration file or command-line argument to specify the protocol version. * Implement version-specific packet handling logic. **VIII. Code Structure and Design** * Use a modular design to separate concerns. * Create classes for: * `MinecraftServer` * `MinecraftClient` * `ClientConnection` (for handling individual client connections on the server) * `Packet` (abstract class for all packets) * `PacketHandshakingInSetProtocol` * `PacketLoginInStart` * `PacketLoginOutSuccess` * `PacketStatusOutServerInfo` * `PacketStatusInPing` * `PacketStatusOutPong` * `VarInt` (utility class for VarInt encoding/decoding) * `DataUtil` (utility class for reading/writing data types) **IX. Testing** * Thoroughly test the server and client to ensure they can connect, authenticate, and exchange data correctly. * Use a real Minecraft client to connect to the server and verify that it works as expected. **Example Code Snippets (Illustrative - Not Complete)** ```java // Example: Reading a VarInt public static int readVarInt(InputStream in) throws IOException { int numRead = 0; int result = 0; byte read; do { read = (byte) in.read(); int value = (read & 0x7f); result |= (value << (7 * numRead)); numRead++; if (numRead > 5) { throw new RuntimeException("VarInt is too big"); } } while ((read & 0x80) != 0); return result; } // Example: Writing a VarInt public static void writeVarInt(OutputStream out, int value) throws IOException { while (true) { if ((value & ~0x7F) == 0) { out.write(value); return; } out.write((value & 0x7F) | 0x80); value >>>= 7; } } // Example: Handshake Packet (Simplified) public class PacketHandshakingInSetProtocol extends Packet { private int protocolVersion; private String serverAddress; private int serverPort; private int nextState; public PacketHandshakingInSetProtocol(InputStream in) throws IOException { // Read data from the input stream based on the protocol // version and packet structure. Use readVarInt and other // data reading methods. protocolVersion = DataUtil.readVarInt(in); serverAddress = DataUtil.readString(in); serverPort = in.read(); //Simplified, should be short nextState = DataUtil.readVarInt(in); } // Getters for the fields } ``` **Important Considerations for the AI:** * **Protocol Version:** The AI *must* be able to handle different Minecraft protocol versions. The packet IDs and data structures change between versions. * **Security:** This is a simplified implementation. A real Minecraft server needs to handle authentication and encryption properly to prevent security vulnerabilities. * **Performance:** This implementation is not optimized for performance. A real Minecraft server needs to handle a large number of concurrent connections efficiently. * **World Generation:** This implementation does not include world generation. A real Minecraft server needs to generate and manage the game world. * **Game Logic:** This implementation only includes basic game logic. A real Minecraft server needs to implement all of the game's rules and mechanics. This detailed breakdown should provide the AI with a solid foundation for creating a Java-based Minecraft protocol server and client. Remember that this is a complex project, and the AI will need to consult the Minecraft protocol documentation frequently. Good luck!
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E2B MCP Server
Mirror of
mcp-rb-template
Documentation Retrieval MCP Server (DOCRET)
Un servidor MCP que permite a los asistentes de IA acceder a documentación actualizada de bibliotecas de Python como LangChain, LlamaIndex y OpenAI mediante la obtención dinámica desde fuentes oficiales.
Multiple MCP SSE Servers with a Python Host
Este repositorio contiene una implementación en Python de un Host MCP que es capaz de ejecutar varios Servidores MCP con protocolo SSE.
vs-cline-mcp-server
mcp-server-openmetadata
Permite la integración con OpenMetadata envolviendo su API REST para una interacción estandarizada a través del Protocolo de Contexto del Modelo.
Bookworm
Here are a few ways to translate "MCP server for Rust documentation," depending on the specific nuance you want to convey: **Option 1 (Most straightforward):** * **Servidor MCP para la documentación de Rust** This is a direct translation and is generally suitable. **Option 2 (Emphasizing "for" as "intended for"):** * **Servidor MCP para la documentación de Rust** (This is the same as option 1, but the context implies "intended for") **Explanation of Choices:** * **Servidor:** This is the standard Spanish word for "server." * **MCP:** It's likely you'd keep "MCP" as is, assuming it's an acronym or proper noun. If you know what MCP stands for, you could translate that part, but without knowing, it's best to leave it. * **para:** This is the most common and versatile Spanish word for "for." It indicates purpose or destination. * **la documentación de Rust:** This translates directly to "the Rust documentation." Therefore, the best option is likely: **Servidor MCP para la documentación de Rust**
GitHub MCP Server Practice RepositoryGitHub MCP Server Practice Repository
Practice repository for MCP server implementation
🚀 Payload CMS 3.0 MCP Server
Permite la gestión de proyectos Payload CMS a través de comandos en lenguaje natural, lo que permite a los desarrolladores crear, configurar e implementar modelos de contenido con IA conversacional.