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Sage 300 MCP Server by CData

Sage 300 MCP Server by CData

This project builds a read-only MCP server. For full read, write, update, delete, and action capabilities and a simplified setup, check out our free CData MCP Server for Sage 300 (beta): https://www.cdata.com/download/download.aspx?sku=GTZK-V&type=beta

Bluesky MCP Server

Bluesky MCP Server

镜子 (jìng zi)

.NET Types Explorer MCP Server

.NET Types Explorer MCP Server

A Model Context Protocol (MCP) server that provides detailed type information from .NET projects for AI coding agents. The .NET Types Explorer MCP Server is a powerful tool designed to help AI coding agents understand and work with .NET codebases. It provides a structured way to explore assemblies,

MCP MySQL Server

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

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

Bitcoin-MCP-Server

The first MCP Server dedicated to Bitcoin ecosystem

PyWeatherMCP

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

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.

Data Query MCP Server

Data Query MCP Server

Enables querying and analyzing user, product, and order data with filtering capabilities and real-time statistics. Supports WebSocket connections to XiaoZhi AI platform with automatic reconnection.

Registry Review MCP Server

Registry Review MCP Server

Automates carbon credit project registration document review, transforming 6-8 hour manual reviews into 60-90 minute guided workflows with automated document discovery, evidence extraction, cross-validation, and compliance report generation.

Mevzuat MCP

Mevzuat MCP

A FastMCP server providing access to the Turkish Ministry of Justice's Legislative Information System, allowing LLM applications to search legislation, retrieve article lists, and get article contents in Markdown format.

Obsidian Semantic MCP Server

Obsidian Semantic MCP Server

A server that consolidates 21+ Obsidian tools into 5 intelligent operations (vault, edit, view, workflow, system) with contextual workflow hints to help AI agents effectively interact with Obsidian.

E*TRADE MCP Server

E*TRADE MCP Server

Provides access to E\*TRADE's Market API for retrieving real-time stock quotes, looking up securities, and analyzing option chains with strikes and expirations.

CNCjs MCP Server

CNCjs MCP Server

Bridges Claude Code to CNCjs to enable remote control and monitoring of GRBL-based CNC machines. It provides a comprehensive toolset for managing G-code jobs, machine movement, and safety operations through natural language.

Hands-on MCP (Message Control Protocols) Guide

Hands-on MCP (Message Control Protocols) Guide

MCP 基础 (MCP jīchǔ)

DevPlan MCP Server

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

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

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

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.

GoCardless MCP Server

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.

huuh

huuh

huuh.me is AI-native Youtube - dead easy AI for people with stuff to do - collaborative AI projects for teams - public AI-native knowledge sharing - monetization of AI-native content streams

webmin-mcp-server

webmin-mcp-server

MCP server for Webmin system administration. 61 tools across 12 modules covering system monitoring, services, users, cron, packages, files, storage (SMART + LVM), security (Fail2ban), MySQL databases, Webmin ACL, and disk quotas. Four-tier safety framework with safe mode on by default. Python, MIT license, Docker and local deployment supported.

MCP Manager Local

MCP Manager Local

用于管理 MCP 服务器的服务器

simple-mcp-server

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!

nanobanana-mcp

nanobanana-mcp

A security-hardened MCP server for generating and editing images using Google Gemini models. It provides tools for text-to-image creation and iterative image editing with strict input validation and secure file handling.

Smartsheet MCP Server by CData

Smartsheet MCP Server by CData

Smartsheet MCP Server by CData

GitLab MCP Server

GitLab MCP Server

Connects AI assistants to GitLab, enabling natural language queries for merge requests, code reviews, discussions, pipeline tests, and job logs directly from chat.

Context Mode

Context Mode

An MCP server that preserves LLM context by intercepting large data outputs and returning only concise summaries or relevant sections. It enables efficient sandboxed code execution, file processing, and documentation indexing across multiple programming languages and authenticated CLIs.

1Forge Finance MCP Server

1Forge Finance MCP Server

An MCP (Multi-Agent Conversation Protocol) Server that provides an interface to the 1Forge financial APIs, allowing access to forex data and currency conversion services through natural language interactions.

SketchUp MCP Server

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.