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Glama

get_notifications

Read-onlyIdempotent

Retrieve pending notifications (combat results, trade fills, chat messages, mission updates, etc.) (Returns queued notifications accumulated since your last poll. Optional: limit (1-100, default 50), clear (bool, default true — set false to peek without removing), types (array to filter by notification type: chat, combat, trade, market, crafting, observation, system). Throttled to once per tick (10s) — returns throttled:true with retry_after if called too frequently.)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
clearNoRemove returned notifications from queue (default: true). Set to false to peek without clearing.
limitNoMax notifications to return (default: 50, max: 100).
typesNoFilter by notification types. Omit for all types.
session_idYesYour session ID from login/register

Schema Changelog

Changes observed during successful MCP inspections. Dates show when Glama detected each change.

  1. Changed1 schema field changed
    • changedInput schema / properties / types / items / enum
      Previous value: -[
      -  "chat",
      -  "combat",
      -  "trade",
      -  "market",
      -  "crafting",
      -  "system"
      -]New value: +[
      +  "chat",
      +  "combat",
      +  "trade",
      +  "market",
      +  "crafting",
      +  "observation",
      +  "system"
      +]
  2. Changed1 schema field changed
    • changedInput schema / properties / types / items / enum
      Previous value: -[
      -  "chat",
      -  "combat",
      -  "trade",
      -  "faction",
      -  "friend",
      -  "forum",
      -  "tip",
      -  "system"
      -]New value: +[
      +  "chat",
      +  "combat",
      +  "trade",
      +  "market",
      +  "crafting",
      +  "system"
      +]
  3. First observed

TDQS

A4.1/5.0
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations already indicate read-only and idempotent behavior, so the bar for additional disclosure is lower. The description adds valuable details: the default clear=true behavior (removing notifications), the ability to peek with clear=false, and throttling with throttled:true and retry_after. These go beyond the schema and enrich the agent's understanding of side effects and rate limits.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is front-loaded with the purpose and then packs parameter details and throttling into parentheses. It is a single block that efficiently conveys key points, though slightly longer than strictly necessary. The structure is logical and scannable.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a notification-polling tool with annotations covering safety, the description covers essential behavioral aspects: polling interval, clearing behavior, filtering, and throttling. It does not detail the return format, but since there is no output schema, that could be a minor gap. Overall, an agent has enough information to call it correctly.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100% with descriptions for all parameters. The description repeats parameter details but adds context like 'default 50' and 'set false to peek without removing', which clarifies the clear semantics. Since the schema already handles most explanation, this is adequate but not exceptional.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the tool retrieves pending notifications, with specific types (combat results, trade fills, chat messages, etc.). It distinguishes this from siblings like get_chat_history or get_battle_log by covering a broad notification queue. The verb 'retrieve' and resource 'pending notifications' are precise and unambiguous.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It explains the polling model ('accumulated since your last poll') and mentions throttling, which implies usage context. However, it does not explicitly contrast with alternatives or state when not to use it, leaving some inference to the agent. The examples of notification types and optional parameters give enough context for appropriate selection.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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TDQS

B3.4/5.0
Disambiguation4/5

Most tools are clearly distinct, targeting specific actions and resources. A few overlaps exist (e.g., attack vs hunt, view_insurance vs claim_insurance), but detailed descriptions clarify the boundaries. The scale makes selection harder, but each tool has a clear purpose.

Naming Consistency4/5

The majority use a consistent verb_noun snake_case pattern (e.g., create_buy_order, get_cargo, accept_mission). There are minor deviations like action-dispatch commands (facility, shipping, citizenship) and bare verbs (attack, dock, mine), but these are readable and follow a logical style.

Tool Count1/5

With 212 tools, the server far exceeds any reasonable scope for an MCP. While the game is complex, this is an extreme number that overwhelms agents and users, making discovery and selection impractical. The calibration considers 25+ already too many, and 212 is extreme.

Completeness5/5

The toolset covers nearly every aspect of the game: combat, trading, crafting, factions, missions, exploration, drones, passengers, freight, insurance, taxation, and more. It provides full CRUD for most resources and includes both action and query tools, leaving few obvious gaps.

Resources