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Appwrite MCP Server
Enables interaction with Appwrite's backend services through natural language. Provides tools to manage databases, users, functions, teams, storage, and other Appwrite project resources via API integration.
HAPI-MCP
A Model Context Protocol server that enables querying FHIR healthcare data using natural language, allowing doctors to retrieve patient information, medications, observations, and other healthcare records.
Zoom API MCP Server
Enables interaction with Zoom services through the Zoom API. Provides access to Zoom's functionality for meeting management, user operations, and platform features through natural language.
arch-mcp
Arch MCP provides three main capabilities: * Access to Arch Wiki, AUR packages, official repos, and installed packages * Search, analyze, and securely install packages with built-in 50+ safety checks * Guided workflows for troubleshooting, security audits, and dependency analysis
MCP Server for Smithery Integration
MCP Server for integrating Greptile API with Smithery Framework, featuring rate limiting and API abstraction
Hacker News Companion MCP
抓取并处理 Hacker News 讨论,以便为 Claude 生成高质量的摘要做准备,处理评论结构和元数据,以帮助 Claude 理解不同评论的相对重要性。
NutriAI MCP Server
Enables nutritional analysis of food descriptions by integrating with OpenAI's API to provide calorie estimates, macronutrient breakdowns, and dietary insights. Designed for educational purposes and follows OpenAI Apps SDK design guidelines.
MCP Test Server
A TypeScript-based test implementation for the Model Context Protocol (MCP) with example configurations and Jest test cases. Provides a development foundation for building and testing MCP server functionality.
deep-filesystem-tree
A Model Context Protocol (MCP) implementation that provides deep filesystem tree visualization and manipulation capabilities. This tool enables efficient navigation and management of complex directory structures, enhancing development workflows with AI-powered file system operations. Compatible with
Remote MCP Server on Cloudflare
Healthcare Analytics MCP Server
Enables comprehensive healthcare data analysis using Tuva Health demo data with tools for value-based care analytics, quality measures, utilization analysis, and financial metrics. Supports patient demographics, PMPM analysis, chronic conditions tracking, readmissions analysis, and HCC risk scoring through BigQuery integration.
MCP Appium
Enables AI agents to automate Android mobile device testing through Appium, with automatic device detection, screen element inspection, and natural language test scenario execution.
Jina AI MCP Server
一个 MCP 服务器,通过 Claude 提供对 Jina AI 强大的 Web 服务(页面阅读、网页搜索、事实核查)的访问。
MCP Calculator
A protocol implementation that extends AI capabilities through a WebSocket interface, enabling mathematical calculations, email operations, knowledge search, and remote device control.
Compass
MCP Compass 是一种发现和推荐服务,它通过自然语言查询来帮助 AI 助手查找和理解模型上下文协议 (Model Context Protocol) 服务器。
Hands-on MCP (Message Control Protocols) Guide
MCP 基础 (MCP jīchǔ)
MCP Weather SSE Server
一个 MCP 服务器,通过服务器发送事件(Server-Sent Events)和 OpenWeatherMap API 将 AI 助手连接到实时天气数据。
AgentGo MCP Service
A Model Context Protocol service that enables agent authentication and integration with TrustGo platform, providing access to real-time data like price, sigma score, and mindshare bubble analytics.
CucumberStudio MCP Server
实现一个模型上下文协议服务器,该服务器从 CucumberStudio 向 AI 助手提供上下文,使它们能够获取数据并生成或修改测试场景、特性和其他 CucumberStudio 资源。
Smartsheet MCP Server by CData
Smartsheet MCP Server by CData
SketchUp MCP Server
A Model Context Protocol server that enables Claude AI to interact directly with SketchUp, allowing for automated 3D modeling, woodworking joint creation, and component manipulation through natural language commands.
Cursor Conversations MCP Server
Allows AI assistants to access and analyze your Cursor conversation history, enabling personalized coding assistance based on your actual development patterns.
MCP Medium Accelerator
A Claude Desktop MCP server that extracts and summarizes Medium articles from specified URLs, with support for Italian language summaries and local storage for future reference.
Ravelry MCP Server
一个模型上下文协议(Model Context Protocol)服务器,它与 Ravelry API 集成,允许 AI 助手搜索和检索编织和钩针图案。
GoCardless MCP Server
Enables AI assistants to interact with GoCardless payment data, providing tools to manage customers, payments, mandates, subscriptions, and payouts. Includes Xero integration support for automatic parsing of metadata.
simple-mcp-server
Okay, here's a basic outline and code snippets for a simple MCP (Minecraft Protocol) server implementation using Java Spring Boot. This will be a *very* simplified version, focusing on the core concepts of receiving and responding to a handshake packet. It won't handle full game logic, world data, or player interactions. This is a starting point. **Important Considerations:** * **Complexity:** The Minecraft Protocol is complex. This example only covers the initial handshake. Implementing a full server requires significant effort. * **Security:** This example is *not* secure. Real-world servers need proper authentication, encryption, and anti-cheat measures. * **Libraries:** While Spring Boot simplifies things, you'll likely need a library to handle the low-level details of the Minecraft Protocol (packet encoding/decoding). I'll show a basic example without a dedicated library, but for a real server, consider libraries like `minecraft-server-util` or similar. * **Asynchronous Handling:** Use asynchronous processing (e.g., `CompletableFuture`, `ExecutorService`) to avoid blocking the main thread when handling network operations. **1. Project Setup (Spring Boot)** * Create a new Spring Boot project using Spring Initializr ([https://start.spring.io/](https://start.spring.io/)). * Dependencies: You'll need at least `spring-boot-starter-web`. Consider adding `spring-boot-starter-logging` for better logging. **2. Core Components** * **MinecraftServer Class:** This class will manage the server socket and handle incoming connections. * **Packet Handling:** Functions to read and write Minecraft Protocol packets. * **Data Structures:** Classes to represent the data in the packets (e.g., Handshake). **3. Code Example (Simplified)** ```java import org.springframework.boot.SpringApplication; import org.springframework.boot.autoconfigure.SpringBootApplication; import org.springframework.stereotype.Component; import java.io.DataInputStream; import java.io.DataOutputStream; import java.io.IOException; import java.net.ServerSocket; import java.net.Socket; import java.nio.charset.StandardCharsets; import java.util.concurrent.ExecutorService; import java.util.concurrent.Executors; import org.slf4j.Logger; import org.slf4j.LoggerFactory; @SpringBootApplication public class MinecraftServerApplication { public static void main(String[] args) { SpringApplication.run(MinecraftServerApplication.class, args); } } @Component class MinecraftServer { private static final Logger logger = LoggerFactory.getLogger(MinecraftServer.class); private final int port = 25565; // Default Minecraft port private final ExecutorService executor = Executors.newFixedThreadPool(10); // Thread pool private ServerSocket serverSocket; public MinecraftServer() { startServer(); } private void startServer() { try { serverSocket = new ServerSocket(port); logger.info("Minecraft server started on port " + port); while (true) { Socket clientSocket = serverSocket.accept(); executor.submit(() -> handleClient(clientSocket)); // Handle in a separate thread } } catch (IOException e) { logger.error("Error starting server: " + e.getMessage(), e); } finally { if (serverSocket != null) { try { serverSocket.close(); } catch (IOException e) { logger.error("Error closing server socket: " + e.getMessage(), e); } } } } private void handleClient(Socket clientSocket) { try (DataInputStream in = new DataInputStream(clientSocket.getInputStream()); DataOutputStream out = new DataOutputStream(clientSocket.getOutputStream())) { logger.info("Client connected from " + clientSocket.getInetAddress()); // 1. Read the Handshake packet Handshake handshake = readHandshake(in); logger.info("Received handshake: " + handshake); // 2. Respond to the handshake (Status Response) sendStatusResponse(out); //3. Handle Ping handlePing(in, out); } catch (IOException e) { logger.error("Error handling client: " + e.getMessage(), e); } finally { try { clientSocket.close(); logger.info("Client disconnected from " + clientSocket.getInetAddress()); } catch (IOException e) { logger.error("Error closing client socket: " + e.getMessage(), e); } } } private Handshake readHandshake(DataInputStream in) throws IOException { // Read packet length (VarInt) int packetLength = readVarInt(in); // Read packet ID (VarInt) int packetId = readVarInt(in); if (packetId != 0x00) { throw new IOException("Expected handshake packet (ID 0x00), got " + packetId); } // Read protocol version (VarInt) int protocolVersion = readVarInt(in); // Read server address (String) String serverAddress = readString(in); // Read server port (Unsigned Short) int serverPort = in.readUnsignedShort(); // Read next state (VarInt) int nextState = readVarInt(in); return new Handshake(protocolVersion, serverAddress, serverPort, nextState); } private void sendStatusResponse(DataOutputStream out) throws IOException { // Create a simple JSON response String jsonResponse = "{\n" + " \"version\": {\n" + " \"name\": \"My Simple Server\",\n" + " \"protocol\": 757\n" + // Example protocol version " },\n" + " \"players\": {\n" + " \"max\": 100,\n" + " \"online\": 0\n" + " },\n" + " \"description\": {\n" + " \"text\": \"A simple Minecraft server\"\n" + " }\n" + "}"; byte[] jsonBytes = jsonResponse.getBytes(StandardCharsets.UTF_8); int dataLength = jsonBytes.length; // Packet ID for Status Response is 0x00 byte[] packetData = new byte[dataLength + varIntSize(dataLength) + varIntSize(0x00)]; int offset = 0; offset = writeVarInt(packetData, offset, dataLength + varIntSize(0x00)); // Packet Length offset = writeVarInt(packetData, offset, 0x00); // Packet ID System.arraycopy(jsonBytes, 0, packetData, offset, dataLength); // JSON Data out.write(packetData); out.flush(); } private void handlePing(DataInputStream in, DataOutputStream out) throws IOException { // Read packet length (VarInt) int packetLength = readVarInt(in); // Read packet ID (VarInt) int packetId = readVarInt(in); if (packetId != 0x01) { throw new IOException("Expected Ping packet (ID 0x01), got " + packetId); } // Read payload (long) long payload = in.readLong(); // Send Pong response sendPongResponse(out, payload); } private void sendPongResponse(DataOutputStream out, long payload) throws IOException { // Packet ID for Pong Response is 0x01 byte[] packetData = new byte[8 + varIntSize(8) + varIntSize(0x01)]; // 8 bytes for long payload int offset = 0; offset = writeVarInt(packetData, offset, 8 + varIntSize(0x01)); // Packet Length offset = writeVarInt(packetData, offset, 0x01); // Packet ID writeLong(packetData, offset, payload); // Payload out.write(packetData); out.flush(); } // Helper methods for reading and writing VarInts and Strings (Minecraft Protocol) private int readVarInt(DataInputStream in) throws IOException { int numRead = 0; int result = 0; byte read; do { read = in.readByte(); 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; } private String readString(DataInputStream in) throws IOException { int length = readVarInt(in); byte[] bytes = new byte[length]; in.readFully(bytes); return new String(bytes, StandardCharsets.UTF_8); } private int writeVarInt(byte[] buffer, int offset, int value) { while (true) { if ((value & ~0x7F) == 0) { buffer[offset++] = (byte) value; return offset; } else { buffer[offset++] = (byte) ((value & 0x7F) | 0x80); value >>>= 7; } } } private int varIntSize(int value) { int size = 0; do { value >>>= 7; size++; } while (value != 0); return size; } private void writeLong(byte[] buffer, int offset, long value) { buffer[offset++] = (byte) (value >>> 0); buffer[offset++] = (byte) (value >>> 8); buffer[offset++] = (byte) (value >>> 16); buffer[offset++] = (byte) (value >>> 24); buffer[offset++] = (byte) (value >>> 32); buffer[offset++] = (byte) (value >>> 40); buffer[offset++] = (byte) (value >>> 48); buffer[offset++] = (byte) (value >>> 56); } } // Data class for the Handshake packet class Handshake { public int protocolVersion; public String serverAddress; public int serverPort; public int nextState; public Handshake(int protocolVersion, String serverAddress, int serverPort, int nextState) { this.protocolVersion = protocolVersion; this.serverAddress = serverAddress; this.serverPort = serverPort; this.nextState = nextState; } @Override public String toString() { return "Handshake{" + "protocolVersion=" + protocolVersion + ", serverAddress='" + serverAddress + '\'' + ", serverPort=" + serverPort + ", nextState=" + nextState + '}'; } } ``` **Explanation:** 1. **`MinecraftServerApplication`:** Standard Spring Boot application entry point. 2. **`MinecraftServer`:** * `@Component`: Makes this a Spring-managed bean. * `startServer()`: Creates a `ServerSocket` and listens for incoming connections. Uses a thread pool (`ExecutorService`) to handle each client connection asynchronously. * `handleClient()`: This is where the magic happens. It reads the handshake packet, sends a status response, and handles the ping. * `readHandshake()`: Reads the handshake packet data from the input stream. It reads VarInts and Strings according to the Minecraft Protocol. * `sendStatusResponse()`: Creates a simple JSON response (the server status) and sends it back to the client. This is what you see when you add a server to your Minecraft client. * `handlePing()`: Reads the ping packet and sends a pong response. * `readVarInt()`, `readString()`, `writeVarInt()`: Helper methods to read and write VarInts and Strings, which are used extensively in the Minecraft Protocol. VarInts are variable-length integers. 3. **`Handshake`:** A simple data class to hold the handshake information. **How to Run:** 1. Build the Spring Boot project (e.g., using Maven or Gradle). 2. Run the resulting JAR file. 3. In your Minecraft client, add a new server with the address `localhost` (or the IP address of your server). 4. You should see the server in the server list with the status information you provided in the `sendStatusResponse()` method. **Key Improvements and Next Steps:** * **Error Handling:** Add more robust error handling and logging. * **Configuration:** Externalize the server port and other settings using Spring Boot's configuration mechanisms. * **Minecraft Protocol Library:** Use a dedicated Minecraft Protocol library to simplify packet handling and ensure correctness. This will handle the complexities of VarInts, strings, and other data types. * **State Management:** Implement proper state management to track the client's connection state (handshake, status, login, play). * **Login:** Implement the login sequence to authenticate players. * **World Generation:** Generate or load a Minecraft world. * **Game Logic:** Implement the core game logic (player movement, block updates, etc.). * **Security:** Implement encryption (e.g., using the `net.minecraft.network.Encryption` class from a Minecraft server library) and authentication. * **Asynchronous I/O:** Use non-blocking I/O (NIO) for better performance. **Chinese Translation of Key Concepts:** * **Minecraft Protocol (MCP):** 我的世界协议 (Wǒ de Shìjiè Xiéyì) * **Handshake:** 握手 (Wòshǒu) * **Packet:** 数据包 (Shùjùbāo) * **Server:** 服务器 (Fúwùqì) * **Client:** 客户端 (Kèhùduān) * **VarInt:** 变长整数 (Biàn cháng zhěngshù) * **Status Response:** 状态响应 (Zhuàngtài xiǎngyìng) * **Ping:** 延迟测试 (Yánchí cèshì) / 心跳 (Xīntiào) * **Pong:** 延迟测试回应 (Yánchí cèshì huíyìng) / 心跳回应 (Xīntiào huíyìng) * **Thread Pool:** 线程池 (Xiànchéng chí) * **Asynchronous:** 异步 (Yìbù) * **Socket:** 套接字 (Tàojiēzì) This example provides a basic foundation. Building a full Minecraft server is a complex undertaking, but this should give you a good starting point. Remember to prioritize security and use appropriate libraries to handle the Minecraft Protocol correctly. Good luck!
MCP Java SDK for Java 8
为 Java8 向后移植的模型上下文协议 SDK
system-prompts-mcp-server
Model Context Protocol server exposing system prompt files and summaries.
Jules MCP Server
Connects AI coding assistants to the Jules API for autonomous coding sessions. Enables creating and managing coding sessions, GitHub integration, plan approval workflows, and real-time activity tracking directly from your IDE.
Postgres MCP Pro
An open source Model Context Protocol server for PostgreSQL that provides database health analysis, index tuning, query plan exploration, and safe SQL execution for AI agents throughout the development process.