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Glama

Stop the game session

stop
Destructive

Kill only processes this session started and verify they are gone. If any remain, keep the session so a retry can clean them up.

Instructions

Kill only the processes this session started, and confirm they are gone.

Args: settle: Seconds a killed process may take to leave the process table before it counts as a survivor. /F returns before Windows has caught up, so verifying too eagerly reports a successful teardown as a refused one — raise this on a loaded machine rather than lower it.

Surgical on purpose: a developer usually has their own game open, and a teardown that killed every tModLoader it could find would take it with them.

killed_pids are pids VERIFIED to have left the process table, not pids a kill was aimed at. If any survive, this FAILS rather than answering with a shorter list — and the session is deliberately kept, so calling stop again retries exactly those pids. Releasing it would leave a running game that nothing owns, which is how the next launch ends up refusing to start over a process nobody remembers starting.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
settleNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
noteYes
killed_pidsYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.6.3

TDQS

A4.8/5.0
Behavior5/5

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

Beyond the destructiveHint annotation, the description adds critical behavior: it fails if any pids survive, deliberately keeps the session, retries exactly those pids on the next call, and explains why premature verification causes false refusals. It also clarifies that killed_pids means verified-gone pids, not merely targeted ones.

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

Conciseness5/5

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

The description is front-loaded with a one-sentence mission, then structured into argument explanation, rationale, and failure semantics. Every sentence contributes operational value, and the structure makes the longer content easy to parse.

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

Completeness5/5

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

For a destructive teardown tool with one parameter and an output schema, the description covers invocation behavior, failure semantics, retry behavior, and consequences for subsequent launches. Nothing an agent needs to call it correctly and safely is missing.

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

Parameters5/5

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

The input schema has 0% description coverage, so the description carries the full burden for the only parameter, settle. It explains the unit, the failure mode when too low on Windows with /F, and when to raise it on a loaded machine, which is fully actionable.

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 opens with a specific verb and resource: 'Kill only the processes this session started, and confirm they are gone.' It clearly scopes the operation to session-owned processes siege, and the 'Surgical on purpose' note distinguishes it from a broad tModLoader-wide kill.

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 gives clear context for when this tool is appropriate: a scoped teardown that avoids killing a developer's own game, and it explains that calling stop again retries surviving pids. It does not name explicit sibling alternatives, but the scope is clear enough that an agent can choose it over destructive broader kills.

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