发现优秀的 MCP 服务器
通过 MCP 服务器扩展您的代理能力,拥有 86,267 个能力。
Google Tasks MCP Server
Enables managing Google Tasks (list, add, complete, delete, update) using natural language commands in Claude Code through an Apps Script webhook.
mcp-jina-ai
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。
Google Calendar MCP Server
Enables AI to create, read, update, and delete Google Calendar events and manage calendars through natural language.
gmail-mcp
A Cloudflare Workers-based MCP server that connects Gmail to AI assistants, enabling search, read, send, reply-all, forward, and management of messages, drafts, labels, and threads across multiple Google accounts simultaneously.
Trademark Big Data MCP Server
Provides comprehensive trademark information services, including fuzzy company search, detailed trademark status tracking, and statistical analysis. Users can analyze trademark portfolios by tracking application trends, registration data, and category distributions for specific companies.
codesteer-atlas
Local MCP server for semantic code search using Tree-sitter AST parsing, local embeddings, and hybrid search; enables indexing and querying codebases entirely offline.
codifier-mcp
A self-hosted MCP server that maintains a registry of project rules, enabling chats to query which rules apply to them in one call. It manages rule lifecycle with scopes, expiry, approval batches, and immutable history.
ReleaseGuard MCP Server
Provides MCP tools for scanning, redacting, and packaging dataset/model directories for public release, leveraging Presidio for PII detection and generating Hugging Face cards and EU AI Act training-data summaries.
MCP4Acumatica
A remote MCP server that connects Claude to Acumatica ERP with per-user OAuth, role-based access, and sensitive field redaction.
awesome-mcp
Please provide me with more context! "A collection about MCP" is quite vague. To give you the best translation, I need to know what kind of collection you're referring to. For example: * **What is the subject of the collection?** Is it about: * **Minecraft Coder Pack (MCP)?** (游戏模组开发工具 Minecraft 代码包) * **Master Control Program (from Tron)?** (《电子世界争霸战》中的主控程序) * **Something else entirely?** * **What kind of collection is it?** Is it: * **A collection of articles?** (文章合集) * **A collection of code snippets?** (代码片段合集) * **A collection of images?** (图片合集) * **A collection of stories?** (故事集) * **A collection of resources?** (资源合集) * **A collection of opinions?** (观点集) Once I have this information, I can provide a much more accurate and helpful translation. For example, if you meant a collection of articles about Minecraft Coder Pack, I would translate it as: **关于 Minecraft 代码包 (MCP) 的文章合集** (Guānyú Minecraft Dàimǎ Bāo (MCP) de Wénzhāng Héjí) If you meant a collection of images related to the Master Control Program from Tron, I would translate it as: **关于《电子世界争霸战》主控程序 (MCP) 的图片合集** (Guānyú "Diànzǐ Shìjiè Zhēngbàzhàn" Zhǔkòng Chéngxù (MCP) de Túpǐn Héjí) Please give me more details!
ServiceNow Cowork Automation API
MCP-compatible backend that automates ServiceNow incident handling via Microsoft 365 Copilot, offering tools for incident analysis, automation, and job status retrieval.
Time MCP Server
voice-mcp
Enables AI assistants to generate speech with custom cloned voices via DashScope or ElevenLabs, with an inline audio player and visualizer panel.
canvas-mcp
Connects Canvas LMS to Claude Desktop, enabling natural-language queries about courses, assignments, grades, and more.
AE-MCP
An MCP server that enables AI assistants to control Adobe After Effects with 70+ tools for compositing, animation, effects, and motion graphics.
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!
Telegram MCP Server
A Telegram integration for Claude, Cursor, and other MCP-compatible clients. It exposes Telegram account, chat, message, contact, media, folder, and admin operations through the Model Context Protocol using Telethon.
Smartsheet MCP Server by CData
Smartsheet MCP Server by CData
Captain Data MCP API
一个中间件 API,可以将 ChatGPT 等 AI 助手连接到 Captain Data 工具,以便从 LinkedIn 公司和个人资料页面提取信息。
SEFAZ MG NFC-e Resumida
MCP server for consulting simplified NFC-e (Brazilian electronic consumer invoice) data from SEFAZ Minas Gerais, providing read-only access to official tax information via a hosted, pay-per-use API.
Kindora-for-ChatGPT MCP server
A Python FastMCP server that re-exposes Kindora's public funder and grant tools for ChatGPT, enabling grant discovery from IRS 990 filings and Grants.gov.
system-prompts-mcp-server
Model Context Protocol server exposing system prompt files and summaries.
bob-ddg-mcp
MCP server that adds DuckDuckGo web search and URL/PDF fetching as live internet tools for IBM Bob, requiring no API keys.
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.
SQLite MCP Server
一个轻量级的模型上下文协议 (MCP) 服务器,使大型语言模型 (LLM) 能够自主地与 SQLite 数据库交互。
ditto
An MCP server that loads your Ditto profile, mined from your local Claude Code, Codex, and OpenCode session logs, so your agent works like you. Exposes the load_ditto_profile tool over the Model Context Protocol.
hevy-coach
MCP server that connects Claude to the Hevy fitness app, enabling AI-driven personalized strength coaching by reading lifting history and programming workouts.
tubemind-secure-mcp
YouTube intelligence MCP server providing 18 tools for research, analytics, benchmarking, and content strategy, with OAuth2 and encrypted token storage.
Armor Crypto MCP
一个 MCP 服务器,为 AI 代理提供统一的区块链操作访问入口,包括桥接、兑换和加密货币交易策略。
Shopify MCP Server
Provides AI assistants with real-time access to Shopify store analytics, sales data, and inventory through ShopifyQL and the Admin GraphQL API. It enables users to query store performance, customer metrics, and marketing insights using natural language.