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 13,797 个能力。
Watermark MCP Server
Model Context Provider (MCP) Server
MCP Template
MCP服务器示例 (MCP fúwùqì shìlì)
Neon MCP Server
镜子 (jìng zi)
Python MCP Server Template
Mcp Server
测试 MCP 服务器的代码库。
MCP Auto Install
MCP Auto Install 是一个用于自动安装和管理模型上下文协议 (MCP) 服务器的工具。它可以自动检测、安装和配置各种 MCP 服务器,从而使开发者更容易使用 MCP 生态系统。
Mcp Server
使用 TypeScript 练习 MCP 服务器(GPT 内容)
MCP Server
Elasticsearch
镜子 (jìng zi)
Remote MCP Server on Cloudflare
Ultimate Frisbee Team MCP Server
复旦大学实用工具 (Fùdàn Dàxué Shíyòng Gōngjù) Alternatively, a more concise translation could be: 复旦工具箱 (Fùdàn Gōngjùxiāng) - This translates to "Fudan Toolbox" and implies a collection of useful tools.
test-mcp-server
使用 TypeScript 开发测试 MCP 服务器
MCP Server for MySQL based on NodeJS
MySQL MCP Server
镜子 (jìng zi)
Run the MCP Client
镜子 (jìng zi)
amazon-fresh-server MCP Server
亚马逊生鲜 MCP 服务器 (Yàmǎxùn shēngxiān MCP fúwùqì)
Google Docs MCP Server
Mage.ai MCP Integration

Reading_support
mcp-runner
一个 TypeScript SDK,用于运行具有进程复用功能的 MCP(模型上下文协议)服务器。

MySQL 执行器
MCP Ecosystem Server Repository
🌐 Web Browser MCP Server
镜子 (jìng zi)
MCP Server Manager
用于创建、管理和运行 MCP(模型上下文协议)服务器的图形界面和 CLI,具有实时监控和简化的配置。

GitLab
GitLab API,实现项目管理
MySQL MCP Server
镜子 (jìng zi)
MCP Starter Project
Okay, here's a breakdown of how to set up an MCP (Mod Configuration Protocol) server and client, along with explanations and considerations: **Understanding MCP (Mod Configuration Protocol)** MCP is a protocol used in Minecraft modding to allow mods to communicate configuration information between the server and the client. This is particularly useful for: * **Synchronizing Configuration:** Ensuring that both the server and client are using the same settings for a mod. This prevents inconsistencies and potential errors. * **Server-Side Configuration:** Allowing the server administrator to control certain aspects of a mod's behavior, even for clients. * **Dynamic Configuration:** Enabling mods to change their behavior based on server-side settings. **General Steps (Conceptual)** The exact implementation of MCP varies depending on the modding framework you're using (Forge, Fabric, etc.) and the specific mod. However, the general steps are: 1. **Mod Implementation:** * **Server-Side:** The mod needs to have code that defines the configuration options it wants to synchronize. This code will typically: * Define the configuration options (e.g., using a configuration file or a data structure). * Implement logic to send these configuration options to connected clients. * Handle changes to the configuration on the server. * **Client-Side:** The mod needs to have code that: * Receives the configuration options from the server. * Applies these options to the mod's behavior. * Potentially allows the client to override certain options (if the mod allows it). 2. **Networking:** * MCP relies on a networking channel between the server and the client. This channel is used to send the configuration data. * The mod needs to register a channel with the modding framework (Forge, Fabric) and define how data is serialized and deserialized for transmission. 3. **Configuration Management:** * The mod needs a way to store and manage the configuration options. This could involve: * Configuration files (e.g., `.cfg` files). * In-memory data structures. * Databases (for more complex configurations). **Example (Conceptual - Forge)** This is a simplified example to illustrate the concepts. The actual code will be more complex. **Server-Side (Example - Forge)** ```java import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.event.FMLServerStartingEvent; import net.minecraftforge.fml.common.network.NetworkRegistry; import net.minecraftforge.fml.common.network.simpleimpl.SimpleNetworkWrapper; import net.minecraftforge.fml.relauncher.Side; @Mod(modid = "mymod", name = "My Mod", version = "1.0") public class MyMod { public static SimpleNetworkWrapper network; @Mod.EventHandler public void serverStarting(FMLServerStartingEvent event) { network = NetworkRegistry.INSTANCE.newSimpleChannel("mymod_channel"); network.registerMessage(ConfigMessage.Handler.class, ConfigMessage.class, 0, Side.CLIENT); // Register message for client // Load configuration from file (example) MyConfig.loadConfig(); // Send config to all players when they join (example) event.getServer().getPlayerList().addListener(new ServerPlayerListListener()); } public static class MyConfig { public static int myValue = 10; // Example config value public static void loadConfig() { // Load from config file (implementation omitted) // Example: myValue = ConfigHandler.getInt("myValue", 10); } } } // Message class to send config data public class ConfigMessage implements IMessage { public int myValue; public ConfigMessage() {} // Required empty constructor public ConfigMessage(int myValue) { this.myValue = myValue; } @Override public void fromBytes(ByteBuf buf) { myValue = buf.readInt(); } @Override public void toBytes(ByteBuf buf) { buf.writeInt(myValue); } public static class Handler implements IMessageHandler<ConfigMessage, IMessage> { @Override public IMessage onMessage(ConfigMessage message, MessageContext ctx) { // This is executed on the CLIENT side Minecraft.getMinecraft().addScheduledTask(() -> { MyModClient.myValue = message.myValue; // Update client-side config }); return null; } } } // Listener to send config to players when they join public class ServerPlayerListListener implements IPlayerListListener { @Override public void playerLoggedOut(EntityPlayerMP player) {} @Override public void playerLoggedOut(ITextComponent chatComponent) {} @Override public void playerLoggedIn(EntityPlayerMP player) { // Send the config to the player MyMod.network.sendTo(new ConfigMessage(MyMod.MyConfig.myValue), player); } @Override public void playerLoggedIn(ITextComponent chatComponent) {} } ``` **Client-Side (Example - Forge)** ```java import net.minecraft.client.Minecraft; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.event.FMLInitializationEvent; @Mod(modid = "mymod_client", name = "My Mod Client", version = "1.0", clientSideOnly = true) public class MyModClient { public static int myValue = 0; // Default value @Mod.EventHandler public void init(FMLInitializationEvent event) { // No need to register the channel here, it's already registered on the server. // The ConfigMessage.Handler will be executed when the message is received. } } ``` **Explanation of the Forge Example:** * **`SimpleNetworkWrapper`:** Forge's class for managing network channels. * **`registerMessage`:** Registers a message type (`ConfigMessage`) with the network channel. It specifies the handler class, the message class, a message ID, and the side (client or server) where the handler should run. * **`ConfigMessage`:** A class that implements `IMessage`. It contains the data you want to send (in this case, `myValue`). It also has `fromBytes` and `toBytes` methods to serialize and deserialize the data. * **`ConfigMessage.Handler`:** A class that implements `IMessageHandler`. This is where you handle the received message. In this example, it updates the client-side `myValue` with the value received from the server. **Important:** The handler runs on the *client* side. You need to use `Minecraft.getMinecraft().addScheduledTask()` to ensure that the update happens on the main client thread. * **`ServerPlayerListListener`:** A listener that is triggered when a player joins the server. It sends the current server-side configuration to the newly joined player. * **`sendTo`:** Sends the `ConfigMessage` to a specific player. **Key Considerations:** * **Modding Framework:** The specific classes and methods you use will depend on the modding framework you're using (Forge, Fabric, etc.). Refer to the documentation for your framework. * **Message IDs:** Each message type needs a unique ID. These IDs are used to identify the message when it's received. * **Serialization:** You need to carefully serialize and deserialize the data you're sending. Use the `ByteBuf` class to read and write data. * **Thread Safety:** Minecraft is a multi-threaded environment. Make sure your code is thread-safe, especially when updating client-side data. Use `Minecraft.getMinecraft().addScheduledTask()` to execute code on the main client thread. * **Configuration Files:** Use a configuration library (e.g., Forge's configuration system) to manage your configuration files. * **Error Handling:** Implement proper error handling to catch exceptions and prevent crashes. * **Security:** Be careful about what data you send over the network. Don't send sensitive information. **Fabric Example (Conceptual)** Fabric uses a different approach to networking. Here's a conceptual outline: ```java import net.fabricmc.api.ModInitializer; import net.fabricmc.fabric.api.networking.v1.ServerPlayNetworking; import net.fabricmc.fabric.api.networking.v1.ClientPlayNetworking; import net.minecraft.util.Identifier; import net.minecraft.network.PacketByteBuf; import net.minecraft.server.network.ServerPlayerEntity; import net.minecraft.client.MinecraftClient; public class MyMod implements ModInitializer { public static final String MOD_ID = "mymod"; public static final Identifier CONFIG_SYNC_ID = new Identifier(MOD_ID, "config_sync"); public static int myValue = 10; // Example config value @Override public void onInitialize() { // Server-side ServerPlayNetworking.registerGlobalReceiver(CONFIG_SYNC_ID, (server, player, handler, buf, responseSender) -> { // This is executed on the SERVER thread int receivedValue = buf.readInt(); server.execute(() -> { // Update server-side config (if needed) // MyMod.myValue = receivedValue; // Example }); }); // Client-side ClientPlayNetworking.registerGlobalReceiver(CONFIG_SYNC_ID, (client, handler, buf, responseSender) -> { // This is executed on the CLIENT thread int receivedValue = buf.readInt(); client.execute(() -> { // Update client-side config MyModClient.myValue = receivedValue; }); }); } // Method to send config to a player (server-side) public static void sendConfigToPlayer(ServerPlayerEntity player) { PacketByteBuf buf = new PacketByteBuf(Unpooled.buffer()); buf.writeInt(MyMod.myValue); ServerPlayNetworking.send(player, CONFIG_SYNC_ID, buf); } } // Client-side class public class MyModClient { public static int myValue = 0; } ``` **Explanation of the Fabric Example:** * **`Identifier`:** Used to uniquely identify the network channel. * **`ServerPlayNetworking.registerGlobalReceiver`:** Registers a handler for incoming packets on the server. * **`ClientPlayNetworking.registerGlobalReceiver`:** Registers a handler for incoming packets on the client. * **`PacketByteBuf`:** Fabric's equivalent of Forge's `ByteBuf`. Used for serializing and deserializing data. * **`server.execute()` and `client.execute()`:** Used to execute code on the main server or client thread, respectively. **Steps to Set Up (General):** 1. **Set up your mod development environment:** Install the appropriate modding framework (Forge, Fabric) and set up your IDE (IntelliJ IDEA, Eclipse). 2. **Create your mod project:** Create a new mod project using the framework's tools. 3. **Define your configuration options:** Decide what configuration options you want to synchronize. 4. **Implement the server-side code:** Implement the code to load the configuration, register the network channel, and send the configuration to clients. 5. **Implement the client-side code:** Implement the code to receive the configuration and apply it to the mod's behavior. 6. **Test your mod:** Test your mod in a single-player and multiplayer environment to ensure that the configuration is synchronized correctly. **Important Notes:** * **Refer to the documentation:** The documentation for your modding framework is your best resource for detailed information and examples. * **Start simple:** Start with a simple configuration option and gradually add more complexity. * **Debug carefully:** Use debugging tools to identify and fix any issues. This information should give you a good starting point for setting up an MCP server and client. Remember to adapt the code to your specific needs and the modding framework you're using. Good luck!
MCP Server Data Updater
MCP Server Firebase