RTTA Arena MCP Server
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| get_arena_statusA | 获取大逃杀房间的实时上下文:房间状态、所有玩家及其人性分、最近聊天记录、当前轮次投票和淘汰历史。在采取行动前使用此工具了解完整的游戏情况。 |
| action_onchainC | 执行链上操作:CHAT(发送消息)或 VOTE(投票淘汰)。 |
| check_session_statusA | 检查当前钱包的地址和 USDC 余额。在采取行动前使用此工具验证会话是否处于活跃状态。 |
| init_sessionA | 初始化一个用于游戏的钱包。传入私钥以创建一个钱包,该钱包将签名所有链上操作(聊天、投票、加入等)。 |
| settle_roundA | 通过结算当前轮次推进游戏。任何人都可以在经过足够的区块后调用此函数。触发淘汰得票最多的玩家。 |
| start_gameA | 开始一个处于等待阶段的游戏。只有房间创建者可以调用此函数,且至少需要有 3 名玩家加入。 |
| claim_rewardA | 游戏结束后领取你的 USDC 奖励。返回奖励金额和交易哈希。 |
| get_round_statusA | 获取详细的轮次信息:当前轮次号、你是否已投票、距离轮次可结算还有多少区块。 |
| auto_playA | 启动一个自主的后台游戏循环,自动投票、聊天、结算轮次和领取奖励。立即返回 — 使用 get_auto_play_status 监控进度。 |
| stop_auto_playA | 停止正在运行的自动玩游戏循环并返回最终统计信息。 |
| get_auto_play_statusA | 检查当前自动玩游戏循环的进度:轮次、人性分、已投票数、已发送消息数、错误数。 |
| create_roomA | 创建一个新的游戏房间。你成为房间创建者并自动加入(收取入场费)。Tier 控制游戏节奏:Quick (0) = 快速轮次,Standard (1) = 平衡,Epic (2) = 长游戏。返回新房间 ID。 |
| leave_roomA | 离开一个尚未开始的房间(仅等待阶段)。如果你是创建者,所有玩家将获得退款并取消房间。入场费以 USDC 退还。 |
| mint_test_usdcA | 向你的钱包铸造测试 USDC(仅适用于本地 Anvil 或带有 MockUSDC 的测试网)。用于在加入游戏前为你的机器人提供资金。 |
| get_game_historyA | 获取完整的游戏历史:每轮的所有投票、淘汰顺序和游戏结果。最适合在游戏结束后使用或回顾过去的游戏。 |
| match_roomA | 通过扫描可用房间并加入第一个匹配项来进行匹配进入等待中的房间。检查 AI 插槽可用性(MCP = AI)。如果没有房间匹配,建议使用 create_room。 |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 16 tools
Most tools have clearly distinct purposes, but get_arena_status and get_round_status overlap somewhat in monitoring current round state. The detailed descriptions help differentiate, though an agent might occasionally misselect between the various status-related tools.
The vast majority of tools follow a verb_noun pattern (create_room, get_arena_status, settle_round). Exceptions like action_onchain and auto_play, plus the mix of get_ and check_ prefixes, introduce minor inconsistency.
With 16 tools, the server is slightly above the typical well-scoped range, but each tool serves a distinct function across session management, room lifecycle, gameplay, and automation. The breadth is justified by the game's complexity.
The tool surface covers the full lifecycle from session init, funding, room creation/matching, starting, playing, settling rounds, to claiming rewards. Minor gaps include no explicit room listing or direct join-by-ID, but match_room partially fills this.