RemoteMCP
An MCP server for controlling Lovense toys via local API, with multi-channel scripting, validated inputs, and physiologically-grounded presets.
README
RemoteMCP — extended
An MCP server for driving Lovense toys over the Game Mode local API, with multi-channel scripting, research-grounded presets, and strict input validation.
Provenance
All code here is original. The project began as an extension of Lovense's official RemoteMCP sample, but that sample carried no license — no LICENSE file, copyright header, or terms of use appear in the zip, on the docs page, or on Lovense's GitHub org. Absence of a license is not permission: under default copyright all rights are reserved and no redistribution right is granted, so vendoring it would have kept this repository permanently private.
Transport.py is therefore an independent implementation written against the publicly
documented Game Mode protocol. Wire formats and API behaviour are facts about a published
interface, not copyrightable expression, and the implementation shares no code with the
vendor sample. Rewriting also fixed two defects the sample had:
- It called
print()on every request. This server speaks MCP over stdio, where stdout is the protocol channel, so writing diagnostics there risks corrupting the stream.Transport.pylogs instead. - Its requests had no timeout, so a stalled connection blocked the caller indefinitely — for a scheduled script, a hung thread.
Not legal advice. If it matters to you, check the terms you accepted on the Lovense developer portal, which govern regardless of what the public pages say.
Setup
cp .mcp.json.example .mcp.json # then fill in your own path and LAN IP
uv sync
Development
uv run ruff check . # lint
uv run ruff format . # format
uv run mypy # type check (strict)
uv run pytest # tests
Tests never touch the network: an autouse fixture in tests/conftest.py blocks socket
creation outright, so no test can actuate a real device even if a transport is left
unmocked.
Two naming rules are waived in pyproject.toml, both because the names are load-bearing
interfaces rather than style choices: the MCP tool function names are the tool names
exposed to clients, and RemoteMCP.py is named in every deployed .mcp.json. Renaming
either would be a breaking change. Everything else is PEP 8 clean under ruff and
mypy --strict.
Releases
Merging to main cuts a release only when version in pyproject.toml has no matching
tag, so routine merges don't produce releases. The workflow builds a wheel and sdist,
creates a draft release, attaches the assets, and publishes last — immutable releases
lock assets at publish time and none can be added afterwards.
Release immutability is a repository setting, not a workflow option: enable it under Settings → Releases → Enable release immutability. Prove the pipeline before enabling it — once on, a tag can never be moved, deleted, or reused, so a botched test release burns that version number permanently.
Get the IP and port from Lovense Remote → Game Mode. The app's local API server only runs while the app is foregrounded — it stops on background or screen lock, and requests then fail with connection refused.
Tools
| Tool | Purpose |
|---|---|
GetToys |
List connected toys with IDs, battery, and supported functions |
SendFunctions |
Direct control, e.g. Vibrate:10,Pump:2 |
SendPattern |
Custom pattern from a strength sequence |
SendPreset |
Built-in presets, or a named preset from Patterns.py |
PlayScript |
Multi-channel script with independent per-channel curves |
SendStopFunction |
Stop everything, including a running script |
Strength ranges
Vibrate and Rotate accept 0–20, but Pump only accepts 0–3. Nothing enforced this
originally, so out-of-range pump values were silently clamped to maximum by the toy — a
pattern sweeping 0–20 across v,p held suction at full for most of its run rather than
following the intended arc. Both entry points now validate per-feature ceilings.
One subtlety: when a pattern lists v,p together, the strength list is the vibration
curve and pump is derived from it, so 0–20 remains legal there. Only a pump-only pattern
caps at 3.
Patterns vs scripts
The Pattern command derives pump and rotation strength from the vibration values, so it
cannot give them an independent curve. The trade-off:
SendPattern/SendPreset— uploaded once and executed on the phone, so playback survives a dropped connection. Single curve only.PlayScript— issues timed commands so vibration and suction can counterpoint each other, but needs the connection alive for the whole run.
Patterns.py carries an edgeplay single-curve fallback mirroring the edgeplay script,
for when the connection is unreliable.
Presets
| Name | Type | Length | Notes |
|---|---|---|---|
slowburn |
pattern | 50s loop | Tease → build → burst arc |
edgeplay |
pattern | 300s | Single-curve fallback for the script below |
edgeplay_motif |
pattern | 20s | Shareable distillation, fits the in-app editor |
edgeplay |
script | 300s | Dual-channel, vibration and suction alternating |
Design basis
edgeplay is built on measured physiology rather than intuition:
- Sustained amplitude is the lever that crosses threshold. At a fixed 100 Hz, 1mm peak-to-peak amplitude produced ejaculation in 32% of men versus 96% at 2.5mm — amplitude mattered, frequency did not (Sønksen et al. 1994, 10.1038/sc.1994.105). Hence three 75-second plateaus rather than spikes.
- Vibrotactile adaptation is central, not peripheral. Cuneate-neuron responsiveness
stays depressed with recovery measured in minutes, and it generalizes to skin sites that
were never stimulated (O'Mara, Rowe & Tarvin 1988,
10.1152/jn.1988.59.2.607). Sub-second dips
restore nothing — a correction to
slowburn, whose original comment claimed otherwise. - Adaptation is channel-specific, with a 1.5–2 minute time constant; a 10 Hz adapter barely raises a 50 Hz threshold (Hollins et al. 1990, 10.3109/08990229009144707). Vibration (rapidly-adapting receptors) and suction (slowly-adapting) are therefore alternated so each channel rests while the other leads.
- Arousal lowers detection thresholds at 30/60/100 Hz (Jiao et al. 2007, 10.1007/s10508-007-9232-x), so perceived intensity rises on its own and absolute output need not climb linearly.
Literature retrieved via PubMed.
Sharing
The in-app pattern editor works on a 10–30 second timeline, so a 5-minute arc cannot be
represented there. edgeplay_motif is the 20-second signature shape to redraw in the
editor and share via long-press. There is no documented text-import path into the app.
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