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Father-MCP
一个MCP服务器,使AI模型能够实现模型上下文协议,并提供完整的工具和文档。
Trello MCP Server by CData
Trello MCP Server by CData
Cloud Video Intelligence API MCP Server
This server enables interaction with Google's Video Intelligence API for advanced video analysis, auto-generated using AG2's MCP builder to provide a standardized multi-agent interface.
Focalboard MCP Server
Enables task and board management in Focalboard through natural language, supporting board operations, card creation/updates, and column movements with automatic authentication and user-friendly property names.
MCP Memory SQLite
Provides persistent memory and knowledge graph capabilities for AI assistants using local SQLite storage. Enables creating, searching, and managing entities, relationships, and observations with vector search support across conversations.
Pocket Connector
🔗 用于从 Pocket API 检索已保存文章并将其加载到 Claude 中的模型上下文协议 (MCP) 服务器
calc-mcp
Okay, here's a simplified explanation of how you could create a simple Minecraft server mod (using MCP - Minecraft Coder Pack) that adds a calculator tool. I'll outline the key steps and provide conceptual code snippets. Keep in mind that this is a simplified example, and a fully functional mod would require more detailed code and setup. **Conceptual Overview** The basic idea is to: 1. **Set up your MCP environment:** This involves downloading MCP, deobfuscating the Minecraft code, and setting up your development environment (usually Eclipse or IntelliJ IDEA). 2. **Create a new item (the calculator):** You'll define a new item class that represents your calculator. 3. **Register the item:** You need to register your new item with Minecraft so it can be used in the game. 4. **Add functionality to the item:** When the player right-clicks with the calculator, you'll trigger the calculator logic. This might involve opening a GUI (graphical user interface) where the player can enter numbers and operations. 5. **Handle the GUI (if needed):** If you're using a GUI, you'll need to create the GUI class and handle user input (button clicks, text input, etc.). 6. **Perform calculations:** Implement the actual calculator logic (addition, subtraction, multiplication, division, etc.). 7. **Display the result:** Show the result of the calculation to the player (e.g., in the GUI, in chat, or as a floating text entity). **Simplified Code Snippets (Conceptual)** ```java // Example Item Class (CalculatorItem.java) package com.example.calculator; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.world.World; import net.minecraft.util.ActionResult; import net.minecraft.util.EnumHand; import net.minecraft.util.text.TextComponentString; public class CalculatorItem extends Item { public CalculatorItem() { super(); this.setRegistryName("calculator"); // Important: Set the registry name this.setUnlocalizedName("calculator"); // Set the unlocalized name (for localization) } @Override public ActionResult<ItemStack> onItemRightClick(World worldIn, EntityPlayer playerIn, EnumHand handIn) { ItemStack itemstack = playerIn.getHeldItem(handIn); if (!worldIn.isRemote) { // Server-side only // Simple example: Just send a message to the player playerIn.sendMessage(new TextComponentString("Calculator Activated!")); // In a real mod, you would: // 1. Open a GUI (if you have one) // 2. Start the calculation process } return ActionResult.newResult(net.minecraft.util.EnumActionResult.SUCCESS, itemstack); } } // Example Mod Class (CalculatorMod.java) package com.example.calculator; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.Mod.EventHandler; import net.minecraftforge.fml.common.event.FMLInitializationEvent; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; import net.minecraftforge.fml.common.registry.GameRegistry; import net.minecraft.item.Item; import net.minecraftforge.event.RegistryEvent; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; import net.minecraftforge.fml.common.SidedProxy; @Mod(modid = CalculatorMod.MODID, version = CalculatorMod.VERSION, name = CalculatorMod.NAME) public class CalculatorMod { public static final String MODID = "calculator"; public static final String VERSION = "1.0"; public static final String NAME = "Calculator Mod"; @SidedProxy(clientSide = "com.example.calculator.ClientProxy", serverSide = "com.example.calculator.CommonProxy") public static CommonProxy proxy; public static Item calculator; @EventHandler public void preInit(FMLPreInitializationEvent event) { // Initialize your item here (but don't register it yet) calculator = new CalculatorItem(); } @EventHandler public void init(FMLInitializationEvent event) { proxy.registerItemRenderer(calculator, 0, "calculator"); } @Mod.EventBusSubscriber public static class RegistrationHandler { @SubscribeEvent public static void registerItems(RegistryEvent.Register<Item> event) { event.getRegistry().register(calculator); } } } // CommonProxy.java package com.example.calculator; import net.minecraft.item.Item; public class CommonProxy { public void registerItemRenderer(Item item, int meta, String id) { } } // ClientProxy.java package com.example.calculator; import net.minecraft.client.renderer.block.model.ModelResourceLocation; import net.minecraft.item.Item; import net.minecraftforge.client.model.ModelLoader; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; @SideOnly(Side.CLIENT) public class ClientProxy extends CommonProxy { @Override public void registerItemRenderer(Item item, int meta, String id) { ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation(CalculatorMod.MODID + ":" + id, "inventory")); } } ``` **Explanation of the Code Snippets:** * **`CalculatorItem.java`:** * This defines the `CalculatorItem` class, which extends `Item`. * `onItemRightClick()` is the method that's called when the player right-clicks with the item. This is where you'd put your calculator logic. In this simplified example, it just sends a message to the player. * `setRegistryName()` and `setUnlocalizedName()` are *crucial*. The registry name is how Minecraft identifies the item internally. The unlocalized name is used for localization (making the item name appear correctly in different languages). * **`CalculatorMod.java`:** * This is the main mod class. * `@Mod` annotation: Defines the mod's ID, version, and name. * `@EventHandler preInit`: This method is called before the game loads. You initialize your item here. * `@EventHandler init`: This method is called during game initialization. This is where you register the item renderer. * `@Mod.EventBusSubscriber`: This is used to register the item. * `@SubscribeEvent registerItems`: This method registers the item with the game. * **`CommonProxy.java` and `ClientProxy.java`:** * These are used for handling client-side and server-side code separately. The `ClientProxy` is responsible for registering the item's model (how it looks in the inventory and in the world). **Steps to Implement (More Detailed):** 1. **MCP Setup:** * Download the correct version of MCP for your target Minecraft version. * Extract MCP to a directory. * Run `decompile.bat` (or `decompile.sh` on Linux/macOS) to deobfuscate the Minecraft code. This will take a while. * Run `recompile.bat` (or `recompile.sh`). * Run `reobfuscate.bat` (or `reobfuscate.sh`). * Run `createMcpToEclipse.bat` (or the equivalent for IntelliJ IDEA). 2. **Create the Project:** * In Eclipse or IntelliJ IDEA, create a new Java project. * Import the MCP source code into your project. 3. **Create the Item Class:** * Create the `CalculatorItem.java` file (as shown above). 4. **Create the Mod Class:** * Create the `CalculatorMod.java` file (as shown above). 5. **Create the Proxy Classes:** * Create the `CommonProxy.java` and `ClientProxy.java` files (as shown above). 6. **Register the Item:** * Make sure the `@Mod.EventBusSubscriber` and `@SubscribeEvent` annotations are correctly set up in your `CalculatorMod.java` file to register the item. 7. **Item Model (Important):** * Create a JSON file in `src/main/resources/assets/calculator/models/item/calculator.json` (replace "calculator" with your mod ID if different). This file defines how the item looks. A simple example: ```json { "parent": "item/generated", "textures": { "layer0": "calculator:items/calculator" // Replace with your texture path } } ``` * You'll also need a texture file (a `.png` image) in `src/main/resources/assets/calculator/textures/items/calculator.png`. Create a simple image for your calculator. 8. **GUI (If you want one):** * Create a GUI class that extends `net.minecraft.client.gui.GuiScreen`. * Override the `drawScreen()` method to draw the GUI elements (buttons, text fields, etc.). * Override the `mouseClicked()` method to handle button clicks. * In your `CalculatorItem.onItemRightClick()`, open the GUI using `playerIn.openGui(instance, guiID, worldIn, x, y, z);` You'll need to implement `IGuiHandler` in your main mod class and create a `GuiFactory` to handle the GUI opening. 9. **Calculator Logic:** * Implement the calculator logic (addition, subtraction, etc.) in a separate class or within the GUI class. 10. **Build and Test:** * Build your mod. * Copy the resulting `.jar` file to your Minecraft `mods` folder. * Run Minecraft and test your mod. **Important Considerations:** * **Minecraft Forge:** You'll need to use Minecraft Forge to load your mod. Make sure you have the correct Forge version for your Minecraft version. * **GUI Complexity:** Creating a good GUI is the most complex part of this. Consider using a library like Minecraft's built-in GUI system or a third-party GUI library. * **Error Handling:** Add error handling to your calculator logic to prevent crashes (e.g., division by zero). * **Localization:** Use localization files to make your mod's text translatable. * **Permissions:** If you want to restrict the use of the calculator, you can add permission checks. * **Networking:** If you want to perform calculations on the server-side (e.g., for security), you'll need to use Minecraft's networking system to send data between the client and the server. **Chinese Translation of Key Terms:** * **Minecraft Server Mod:** Minecraft服务器模组 (Minecraft Fúwùqì Mózǔ) * **Calculator Tool:** 计算器工具 (Jìsuànqì Gōngjù) * **MCP (Minecraft Coder Pack):** Minecraft代码包 (Minecraft Dàimǎ Bāo) * **Item:** 物品 (Wùpǐn) * **GUI (Graphical User Interface):** 图形用户界面 (Túxíng Yònghù Jièmiàn) * **Register:** 注册 (Zhùcè) * **Deobfuscate:** 反混淆 (Fǎn Hùnyáo) * **Reobfuscate:** 重新混淆 (Chóngxīn Hùnyáo) * **Forge:** Forge (usually kept in English) * **Texture:** 纹理 (Wénlǐ) * **Model:** 模型 (Móxíng) * **Client-side:** 客户端 (Kèhùduān) * **Server-side:** 服务器端 (Fúwùqìduān) This is a complex project, but hopefully, this detailed explanation and the code snippets give you a good starting point. Good luck!
GnuRadio
GnuRadio
Atlas MCP Server
阿特拉斯 MCP 服务器 (Ātèlāsī MCP fúwùqì)
NetBox MCP Server
A read-only FastMCP server that enables AI assistants to query and retrieve network infrastructure information from NetBox using natural language.
peaka-mcp-server
为 Peaka 提供的 MCP 服务器实现方案
Hello World MCP Server
一个演示服务器,实现了模型上下文协议 (MCP) SDK,并提供用于服务器发送事件和消息处理的工具和端点。
GroundDocs
A version-aware Kubernetes documentation assistant that connects LLMs to trusted, real-time Kubernetes docs to reduce hallucinations and ensure accurate, version-specific responses.
AppCan Helper MCP Server
Enables users to search and access AppCan mobile development platform documentation with intelligent fuzzy search, caching, and content retrieval. Provides comprehensive access to AppCan's API documentation, development guides, and tutorials through natural language queries.
Weather MCP Server
Enables weather queries using Baidu Maps API, providing real-time weather conditions, 5-day forecasts, hourly predictions, lifestyle indices, and weather alerts. Supports queries by administrative district codes or coordinates with multiple coordinate systems.
Remote MCP Server Authless
A deployable MCP server on Cloudflare Workers that allows you to create and expose custom AI tools without requiring authentication.
groundlight-mcp-server
针对 Groundlight 的 MCP 服务器
Excalidraw MCP Server
A Model Context Protocol server that enables LLMs to create, modify and manipulate Excalidraw diagrams through a structured API, supporting element creation, styling, organization, and scene management.
MCP Cookie Server
A Model Context Protocol server that provides positive reinforcement for LLMs by awarding 'cookies' as treats through a jar-based economy system where Claude can earn cookies based on self-reflection about response quality.
browser-use MCP Server
镜子 (jìng zi)
PubMed MCP Server
Enables searching and retrieving detailed information from PubMed articles using the NCBI Entrez API. Supports configurable search parameters including title/abstract filtering and keyword expansion to find relevant scientific publications.
Healthcare MCP Server
一个模型上下文协议服务器,为人工智能助手提供访问医疗保健数据工具的权限,包括 FDA 药品信息、PubMed 研究、健康主题、临床试验和医学术语查询。
llms-txt-mcp
Enables fast, token-efficient access to large documentation files in llms.txt format through semantic search. Solves token limit issues by searching first and retrieving only relevant sections instead of dumping entire documentation.
AMiner MCP Server
Enables academic paper search and analysis through the AMiner API. Supports keyword, author, and venue-based searches with advanced filtering and citation data for research assistance.
Bitbucket MCP Server
An MCP server that enables interaction with Bitbucket repositories through the Model Context Protocol, supporting both Bitbucket Cloud and Server with features for PR lifecycle management and code review.
Yandex Metrika MCP
A Model Context Protocol (MCP) server that provides access to Yandex Metrika analytics data through various tools and functions. This server allows AI assistants and applications to retrieve comprehensive analytics data from Yandex Metrika accounts.
mcp-file-server
MCP File System Server for Claude Desktop
MCP Cheat Engine Server
Provides safe, read-only access to memory analysis and debugging functionality through the Model Context Protocol, allowing users to examine computer memory for software development, security research, and educational purposes.
Pearch
This project provides a tool for searching people using the Pearch.ai, implemented as a FastMCP service.
MCPStudio: The Postman for Model Context Protocol
For MCP (Minecraft Protocol) servers, using Postman directly isn't the typical workflow. The Minecraft protocol is a binary protocol, not a standard HTTP protocol that Postman is designed for. Postman excels at sending and receiving HTTP requests and displaying JSON, XML, or other text-based responses. However, you can use Postman in conjunction with a custom script or proxy to interact with an MCP server. Here's a breakdown of the approaches and considerations: **Why Postman Isn't Directly Compatible:** * **Binary Protocol:** The Minecraft protocol uses a custom binary format for communication. Postman is designed for text-based protocols like HTTP. * **Authentication:** Minecraft authentication is handled differently than standard web authentication. * **Stateful Connection:** Minecraft connections are typically stateful, maintaining a persistent connection between the client and server. Postman is designed for stateless requests. **Possible Approaches (with varying levels of complexity):** 1. **Custom Script/Proxy:** This is the most common and flexible approach. * **Concept:** You create a script (e.g., in Python, Node.js, Java) that acts as a proxy. This script: * Listens for HTTP requests from Postman. * Translates those HTTP requests into the appropriate Minecraft protocol packets. * Sends the packets to the MCP server. * Receives responses from the MCP server. * Translates the responses back into a format Postman can understand (e.g., JSON). * Sends the JSON response back to Postman. * **Example (Conceptual Python using `mcstatus` library):** ```python from flask import Flask, request, jsonify from mcstatus import JavaServer app = Flask(__name__) @app.route('/minecraft/status', methods=['GET']) def get_minecraft_status(): server_address = request.args.get('address', 'localhost:25565') # Get server address from Postman try: server = JavaServer.lookup(server_address) status = server.status() return jsonify({ "online": True, "players_online": status.players.online, "players_max": status.players.max, "version": status.version.name, "motd": status.description }) except Exception as e: return jsonify({"online": False, "error": str(e)}) if __name__ == '__main__': app.run(debug=True, port=5000) ``` * **Explanation:** * This Python code uses Flask to create a simple web server. * It uses the `mcstatus` library to query a Minecraft server. * The `/minecraft/status` endpoint accepts a server address as a query parameter. * It returns a JSON response with the server status. * **Postman Setup:** * In Postman, you would send a GET request to `http://localhost:5000/minecraft/status?address=yourserver.com:25565`. * Postman would display the JSON response from the Python script. * **Libraries:** * **Python:** `mcstatus`, `nbt`, `pymclevel` (for level data) * **Node.js:** `minecraft-protocol`, `prismarine-nbt` * **Java:** `minecraft-server-util` (for status pings), custom packet handling * **Pros:** Most flexible, allows you to implement any Minecraft protocol interaction. * **Cons:** Requires significant programming effort. You need to understand the Minecraft protocol. 2. **Pre-built Minecraft API (if available):** * Some Minecraft server implementations (e.g., some modded servers) might expose a REST API. If so, you can use Postman to interact with that API directly. * **Check the server documentation** to see if an API exists. * **Pros:** Easiest if an API is available. * **Cons:** Relies on the server providing an API, which is not standard. 3. **Wireshark (for Packet Analysis):** * While not directly using Postman, you can use Wireshark to capture and analyze the raw Minecraft protocol packets being sent between a Minecraft client and server. * This is useful for understanding the protocol and debugging your own implementations. * **Pros:** Excellent for understanding the protocol. * **Cons:** Doesn't allow you to send custom packets. **Important Considerations:** * **Minecraft Protocol Version:** The Minecraft protocol changes with each version of Minecraft. Make sure your script or library supports the correct version. * **Authentication:** You'll need to handle Minecraft authentication if you want to interact with a server that requires it. This typically involves using the Mojang authentication API. * **Server Security:** Be careful when sending custom packets to a Minecraft server. Malicious packets could potentially crash the server or cause other problems. * **Rate Limiting:** Some servers may have rate limits to prevent abuse. Be mindful of these limits when sending requests. **In summary:** Postman is not a direct tool for interacting with Minecraft servers due to the binary protocol. You'll need to use a custom script or proxy to translate between HTTP requests (from Postman) and the Minecraft protocol. The `mcstatus` library (in Python) provides a simple example for getting server status. For more complex interactions, you'll need to delve deeper into the Minecraft protocol and use more advanced libraries. If the server provides a REST API, that's the easiest way to interact with it using Postman. --- **Chinese Translation (Summary):** 由于 Minecraft 服务器使用二进制协议,Postman 无法直接与之交互。你需要使用自定义脚本或代理来在 HTTP 请求(来自 Postman)和 Minecraft 协议之间进行转换。`mcstatus` 库(在 Python 中)提供了一个获取服务器状态的简单示例。对于更复杂的交互,你需要深入研究 Minecraft 协议并使用更高级的库。如果服务器提供了 REST API,那是使用 Postman 与之交互的最简单方法。 (Simplified Chinese) 由于 Minecraft 服务器使用二进制协议,Postman 无法直接与之交互。你需要使用自定义脚本或代理来在 HTTP 请求(来自 Postman)和 Minecraft 协议之间进行转换。`mcstatus` 库(在 Python 中)提供了一个获取服务器状态的简单示例。对于更复杂的交互,你需要深入研究 Minecraft 协议并使用更高级的库。如果服务器提供了 REST API,那是使用 Postman 与之交互的最简单方法。