trade_accept
Accept a trade offer (Completes the trade atomically. Both players exchange items and credits.)
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| trade_id | Yes | UUID of the trade offer | |
| session_id | Yes | Your session ID from login/register |
Accept a trade offer (Completes the trade atomically. Both players exchange items and credits.)
| Name | Required | Description | Default |
|---|---|---|---|
| trade_id | Yes | UUID of the trade offer | |
| session_id | Yes | Your session ID from login/register |
Changes observed during successful MCP inspections. Dates show when Glama detected each change.
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations only indicate readOnlyHint=false, so the description adds valuable behavioral context by disclosing atomic completion and exchange of items/credits. This goes beyond the simple 'mutating' signal from annotations, though it does not cover error cases or side effects like invalidating the offer.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is exceptionally concise, using two short sentences within a parenthetical that conveys the core action and its immediate effects. Every word earns its place, with no redundancy or filler.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a simple action with two required parameters and no output schema, the description adequately covers the main behavior and outcome. It leaves out expected return values or preconditions, but these are either implied by the action or not critical for this low-complexity tool.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The input schema has 100% description coverage for both parameters (trade_id and session_id), so the baseline is 3. The description does not add any additional meaning about parameters, but the schema already provides sufficient information.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the tool's function with a specific verb and resource: 'Accept a trade offer'. It further explains the effect ('Completes the trade atomically. Both players exchange items and credits.'), which distinguishes it from siblings like trade_cancel and trade_decline.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The description implies when to use the tool (when you want to accept a pending trade offer), and the sibling names (trade_cancel, trade_decline) provide clear context for alternatives. However, it does not explicitly mention when not to use or name alternatives.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
Add one secure layer between your agents and this server.
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.
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.
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.
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.