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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.
Dev MCP Prompt Server
A lightweight server that provides curated, high-quality prompts for common development tasks like UI/UX design, project setup, and debugging to enhance AI-powered development workflows.
Roblox MCP Server
Bridges AI assistants with Roblox game environments in real-time via a Lua client and WebSocket connection. Enables AI tools like Claude to navigate instances, execute scripts, monitor remote events, and interact with the Roblox API through natural language.
editor-mcp
一个基于 Python 且使用 FastMCP 构建的文本编辑器服务器,它提供文件操作工具。该服务器通过遵循多步骤流程的标准化 API,实现文本文件的读取、编辑和管理。
VLLM MCP Server
Enables text-only models to process images and other media formats by providing access to multimodal models from OpenAI and Dashscope (Alibaba Cloud). Supports flexible deployment options and comprehensive tooling for multimodal AI interactions.
QQ Channel Data Collector
Enables automated collection and AI-powered filtering of public QQ channel posts, comments, and images. Supports natural language criteria for content filtering and provides structured data storage in JSON/CSV formats.
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)
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.
Mnemosyne MCP
An active, stateful software knowledge graph engine that serves as an 'all-knowing development partner' for AI agents and human developers by modeling software projects into queryable knowledge graphs.
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!
DevPlan MCP Server
Transforms ideas into detailed, executable development plans with built-in verification, lessons learned tracking, and GitHub issue remediation workflows. Guides Claude through structured interviews, plan generation, execution with Haiku agents, and verification with Sonnet agents to maintain context and code quality across sessions.
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。
MCP DEMO
这个项目演示了一个客户端-服务器架构,它使用一个定制的 MCP (模型配置协议) 服务器,该服务器与 MCP 工具集成,以动态生成并返回 React + TypeScript 代码。
Security Scanner MCP Server
Enables comprehensive vulnerability scanning using Nuclei scanner with support for single targets, network ranges, and cluster-wide security assessments with customizable severity levels and automated scheduling.
Coin Railz MCP Server
Provides access to 41 micropayment-based services for blockchain analytics, trading signals, prediction markets, and financial sentiment analysis. It enables users to perform crypto-native tasks like auditing smart contracts, tracking whale alerts, and analyzing DeFi liquidity through natural language.
Processing MCP Server
An MCP server that enables AI assistants to create and run Processing sketches directly through natural language commands.
coderide
coderide
Xbox Controller MCP Server
An MCP server that provides Xbox controller emulation capabilities, allowing users to programmatically control buttons, analog sticks, and triggers through an API interface.
Model Context Protocol (MCP) - UOR Implementation
A GitHub-based implementation of the Model Context Protocol that enables LLMs to access and manipulate data in a Universal Object Reference (UOR) framework, providing standardized interfaces for object management with decentralized storage.
MCP-K8sWizard
🤖 AI-powered Kubernetes management with 37+ tools via natural language. Transform complex Kubectl commands into simple conversations. Perfect for DevOps teams using Cursor AI. Built with Go.
n8n MCP Server
Enables AI assistants to interact with n8n workflow automation instances through the REST API. Supports workflow management, execution control, tag organization, execution history monitoring, and webhook management.
Amplemarket Knowledge Base MCP Server
Enables access to Amplemarket's knowledge base through Pylon's API. Supports searching articles, retrieving full content, and browsing collections with built-in caching for improved performance.
PostgreSQL
MCP MySQL Server
Enables secure read-only access to MySQL databases through SELECT queries via HTTP SSE interface. Provides safe database exploration and data retrieval with configurable timeout settings.
MyFirstMCP - Model Context Protocol Server Example
这是一个使用 .NET 9 实现的模型上下文协议 (MCP) 服务器的简单 C# 实现。该项目演示了如何创建一个具有基本功能的 MCP 服务器,包括猴子服务和销售服务。
Bitcoin-MCP-Server
The first MCP Server dedicated to Bitcoin ecosystem
PyWeatherMCP
Provides weather information for US locations using the National Weather Service API. Offers weather alerts, 5-day forecasts, and location management with favorites and search history tracking.
VSCode Internal Command MCP Server
Converts VSCode into an MCP server that enables external clients to remotely execute VSCode internal commands, query workspace information, and interact with the editor through HTTP streaming. Built on the FastMCP framework with security controls and real-time monitoring.