Game Asset Finder MCP
Game Asset Finder MCP
Ein suchorientierter MCP-Dienst für die Spieleentwicklung. Er durchsucht gleichzeitig mehrere öffentliche Asset-Quellen und eine optionale lokale Asset-Bibliothek, vereinheitlicht die Ergebnisse verschiedener Seiten in ein gemeinsames Feldenset und führt chinesische Schlüsselworterweiterung, Lizenznormalisierung, Relevanzsortierung, quellenübergreifende Deduplizierung, Quellenausgleich, Caching und Cursor-Paginierung durch.
Das Projekt basiert auf dem aktuellen MCP TypeScript SDK v2, läuft über stdio und ist für Codex, ChatGPT Desktop und andere Clients geeignet, die lokales MCP unterstützen.
Design und Optimierung
Das Projekt verwendet eine Provider-Registrierung und ein einheitliches Ergebnismodell und konzentriert sich auf die Optimierung der quellenübergreifenden Suche:
Ein einzelner Quellenfehler bringt die globale Suche nicht zum Erliegen; die Antwort markiert den Status jeder Quelle deutlich.
Die Schlüsselwortgewichtung und die Erweiterung um chinesische und englische Spielbegriffe verbessern die Recall-Rate bei chinesischen Abfragen.
Hinzufügen von TTL/LRU-Caching, Zusammenführen identischer gleichzeitiger Anfragen, Provider-Timeout, begrenzte Wiederholungen und
Retry-After.Hinzufügen von einheitlicher Lizenzfilterung, URL-Normalisierung und Deduplizierung, Zusammenführen von Spiegelquellen, stabilem Sortieren und Quellenvielfalt.
Verwendung von
limit + nextCursorzur Paginierung, um zu vermeiden, dass eine große Anzahl von Ergebnissen auf einmal in den Modellkontext gepackt wird.Der lokale Index verwendet inkrementelles Scannen, SHA-256, atomares Schreiben, erlaubt Root-Verzeichnisbeschränkungen und Überspringen von symbolischen Links.
Die Werkzeugoberfläche wurde auf 4 komprimiert, um die Wahrscheinlichkeit zu verringern, dass der Agent das falsche Werkzeug auswählt.
Related MCP server: @codesift/mcp
Datenquellen
id | Inhalt | Anmeldeinformationen | Lizenzmerkmale |
| 2D-, 3D-, UI-, Audio-, Schriftart-Asset-Pakete | Keine | CC0 |
| 2D, 3D, Musik, Soundeffekte | Keine | variiert pro Eintrag |
| Kostenlose Spiel-Asset-Listen | Keine | variiert pro Autor/Seite |
| Bilder, Texturen, Icon-Referenzen | Keine | CC / Gemeinfrei |
| PBR-Materialien, HDRI, 3D | Keine | CC0 |
| Texturen, HDRI, 3D | Keine | CC0 |
| Soundeffekte, Aufnahmen |
| variiert pro Eintrag |
| Lokale Assets im konfigurierten Verzeichnis | Lokales Verzeichnis | durch Sidecar beschrieben |
Jede entfernte Quelle kann vorübergehend ausfallen oder gedrosselt werden. Das Feld sourceStatuses in der Antwort gibt pro Quelle ok / partial / disabled / timeout / rate_limited / error an; andere erfolgreiche Quellen liefern weiterhin Ergebnisse.
Installation
Erfordert Node.js 20.18.1 oder höher.
git clone https://github.com/sudoriaa/game-asset-finder-mcp.git
cd game-asset-finder-mcp
npm ci
npm run build
npm testSie können auch Folgendes ausführen:
.\install.ps1Starten Sie direkt:
node .\dist\index.jsDie Standardausgabe von stdio ist der MCP JSON-RPC-Kanal; Dienstprotokolle werden nur in die Standardfehlerausgabe geschrieben.
Integration in Codex
Fügen Sie in ~/.codex/config.toml oder in .codex/config.toml eines vertrauenswürdigen Projekts hinzu:
[mcp_servers.game_assets]
command = "node"
args = ["C:\\path\\to\\game-asset-finder-mcp\\dist\\index.js"]
cwd = "C:\\path\\to\\game-asset-finder-mcp"
startup_timeout_sec = 30
tool_timeout_sec = 90
enabled = true
[mcp_servers.game_assets.env]
GAME_ASSET_LOCAL_ROOTS = "D:\\GameAssets;E:\\SharedAssets"
GAME_ASSET_CACHE_TTL_SECONDS = "600"Wenn Freesound aktiviert ist, wird empfohlen, den Schlüssel aus der lokalen Umgebung weiterzuleiten, anstatt den Wert in die Konfiguration zu schreiben:
[mcp_servers.game_assets]
env_vars = ["FREESOUND_API_KEY"]Sie können auch mit der Codex CLI einen stdio-Server hinzufügen:
codex mcp add game-assets -- node "C:\path\to\game-asset-finder-mcp\dist\index.js"
codex mcp listNach dem Speichern der Konfiguration starten Sie den Client neu und überprüfen Sie den Verbindungsstatus mit /mcp. Die Datei mcp-config.example.toml im Repository kann direkt kopiert und geändert werden.
MCP-Tools
search_game_assets
Quellenübergreifende Suche. Hauptparameter:
{
"query": "像素风地牢角色",
"types": ["sprite", "tileset"],
"sources": ["kenney", "opengameart", "itch"],
"formats": ["png"],
"tags": ["retro"],
"license_policy": "commercial",
"include_unknown_license": false,
"limit": 12,
"refresh": false
}license_policy kann sein:
any: Zeigt alle Ergebnisse an und markiert unbekannte Lizenzen explizit.commercial: Behält nur bekannte kommerziell nutzbare Lizenzen; mitinclude_unknown_licensekönnen unbekannte zurückgegeben werden.cc0: Behält nur CC0 / Public Domain Mark.no-attribution: Behält nur bekannte kommerziell nutzbare und nennungsfreie Einträge.
Für die nächste Seite setzen Sie den zurückgegebenen nextCursor unverändert in cursor ein, während andere Abfrageparameter unverändert bleiben. Die Verwendung eines alten Cursors nach Änderung der Abfragebedingungen gibt CURSOR_QUERY_MISMATCH zurück.
hasMore gibt an, dass im aktuellen Cache-Kandidaten-Snapshot eine weitere Seite vorhanden ist, nicht dass alle historischen Ergebnisse der entfernten Site abgerufen wurden. Wenn tiefere Ergebnisse benötigt werden, priorisieren Sie die Eingrenzung von Schlüsselwörtern, Typ oder Quellenbereich und führen Sie eine erneute Suche durch.
get_game_asset
Liest den vollständigen Datensatz der gerade gefundenen Assets:
{ "asset_id": "kenney:roguelike-characters" }Gibt Quelle, Autor, Lizenz, Vorschau, Dateivarianten, Spiegelquellen, Übereinstimmungsgrund und den direkt in Credits verwendbaren Attributionstext zurück. Remote-Einträge werden nach der Suche gelesen; lokale Einträge können auch direkt aus dem Index gelesen werden.
list_asset_sources
Listet alle Provider, Aktivierungsstatus, unterstützte Asset-Typen, Anmeldeinformationen, Cache-Konfiguration und lokalen Indexstatus auf.
index_local_assets
Scannt GAME_ASSET_LOCAL_ROOTS:
{ "mode": "incremental", "max_files": 20000 }incremental verwendet SHA-256 für Dateien mit unveränderter Größe und Änderungszeit wieder; rebuild berechnet alles neu. Der Index wird in GAME_ASSET_DATA_DIR/local-assets.json geschrieben, ohne die Asset-Dateien zu verändern.
Lokales Asset-Sidecar
Platzieren Sie neben hero.png eine Datei hero.png.asset.json oder hero.asset.json:
{
"title": "Azure Knight",
"description": "32x32 pixel hero with idle and run frames",
"type": "sprite",
"tags": ["player", "knight", "pixel-art"],
"author": "Studio Name",
"author_url": "https://example.com",
"license": "CC-BY-4.0",
"license_url": "https://creativecommons.org/licenses/by/4.0/",
"source_url": "https://example.com/azure-knight"
}Lokale Dateien ohne Sidecar können weiterhin durchsucht werden, aber die Lizenz wird als unbekannt angezeigt.
Umgebungsvariablen
Variable | Standardwert | Beschreibung |
| Leer | Stammverzeichnisse lokaler Assets; unter Windows mit |
|
| Lokales Indexverzeichnis |
|
| Cache-Dauer in Sekunden für Abfragen |
|
| Maximale Anzahl von Cache-Einträgen für Abfragen |
|
| Timeout für einen einzelnen Provider |
|
| Maximale Größe einer einzelnen Remote-Antwort |
|
| Anzahl der Wiederholungen bei 429/vorübergehenden Fehlern |
|
| Standardmäßige Obergrenze für lokale Indexdateien |
| Leer | Kommagetrennte Provider-IDs |
| Leer | Optionaler Freesound API-Schlüssel |
Entwicklung und Validierung
npm run check
npm test
npm run test:unit
npm run test:mcpDie Tests decken chinesische Abfrageerweiterung, Typenerkennung, Lizenzrichtlinien, URL-Normalisierung, Deduplizierung, Cache-Durchbruch-Zusammenführung, teilweisen Provider-Ausfall, Paginierung und Cursor, lokale inkrementelle Indizierung sowie tools/list / tools/call eines echten stdio MCP-Clients ab.
Hinweise zur Verwendung der Ergebnisse
MCP gibt Asset-Erkennung und Lizenzmetadaten zurück, ersetzt jedoch nicht die endgültigen Bedingungen der Quellseite. Unbekannte Lizenzen werden explizit als id: null beibehalten; vor der Veröffentlichung kann mit commercial, cc0 oder no-attribution der Bereich eingegrenzt werden, und die Quellen- und Zuschreibungsinformationen können in get_game_asset gespeichert werden.
Available Tools
4 toolsget_game_assetGet game asset detailsARead-onlyIdempotent
Read the full normalized record for an asset returned by search_game_assets, including files, license guidance, alternates, and attribution text.
| Name | Required | Description | Default |
|---|---|---|---|
| asset_id | Yes | assetId returned by search_game_assets. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations already declare readOnlyHint=true and idempotentHint=true, so the agent knows it's safe. The description adds value by revealing what fields the full record includes (files, license guidance, alternates, attribution text) beyond what the simple asset_id schema implies. This behavioral context about the richness of the return data is helpful and not redundant with annotations.
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?
Single sentence front-loading the purpose and result content. Every word earns its place – 'full normalized record', 'including files, license guidance, alternates, and attribution text' adds concrete value without fluff. Could not be shorter without losing meaning.
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?
Given 1 parameter, 100% schema coverage, no output schema, and clear annotations, the description is mostly complete. It doesn't explain what 'alternates' or 'attribution text' means in detail, but the agent can infer from context. It also doesn't mention pagination or error cases, but for a simple read-retrieval tool this is acceptable.
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 already has 100% coverage with a well-described 'asset_id' parameter. The description adds context by stating the parameter is the assetId from search_game_assets, clarifying the origin domain and that it's not just any ID. The schema says it well, but the description reinforces the provenance.
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 verb 'Read', specifies the resource 'full normalized record for an asset', and distinguishes this tool from siblings by noting it operates on results from search_game_assets. It lists what's included (files, license guidance, alternates, attribution text) and contrasts with search_game_assets which returns abbreviated results.
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 explicitly states 'returned by search_game_assets', telling the agent to call this tool after using its sibling. It implies this is for retrieving full details of a specific asset rather than listing or searching, but doesn't explicitly say when not to use it or what use case would require a different tool. Some guidance is provided by the sibling list context.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
index_local_assetsIndex local game assetsAIdempotent
Incrementally scan GAME_ASSET_LOCAL_ROOTS, hash changed files, read optional .asset.json metadata, and atomically refresh the local search index. Symbolic links are skipped.
| Name | Required | Description | Default |
|---|---|---|---|
| mode | No | incremental | |
| max_files | No | Optional cap for this scan. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations provide readOnlyHint=false, destructiveHint=false, idempotentHint=true. The description adds concrete behavioral details: files are hashed, optional .asset.json metadata is read, symlinks are skipped, and index refresh is atomic. No contradiction with annotations.
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?
Two sentences, front-loaded with the primary action. Every word adds value—no redundancy, no fluff.
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?
The description covers the core process but omits several details: no mention of return value (no output schema), no prerequisites (e.g., configured roots), no explanation of the 'rebuild' mode, and no indication of performance or idempotency. Adequate but incomplete for a tool with no output schema.
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?
Schema description coverage is 50% (only max_files has a description). The tool description does not add any meaning to the parameters—it doesn't explain the mode enum or clarify max_files beyond what the schema already provides. This leaves the agent without guidance on choosing mode or setting the cap.
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 purpose: incrementally scan local asset roots, hash changed files, read metadata, and atomically refresh the search index. It uses specific verbs and resources, and is distinct from sibling tools like get_game_asset or search_game_assets.
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 the tool is used for updating the local search index but does not explicitly state when to use it versus alternatives (e.g., rebuild vs. incremental, or when to use search_game_assets). No exclusions or prerequisites are mentioned.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
list_asset_sourcesList game asset sourcesARead-onlyIdempotent
List provider ids, supported asset kinds, enablement state, local index state, and active limits.
| Name | Required | Description | Default |
|---|---|---|---|
No parameters | |||
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations already declare the tool as read-only, idempotent, and non-destructive. The description adds value by specifying the returned fields (e.g., enablement state, local index state), which helps the agent anticipate output. It does not cover potential edge cases like pagination or consistency guarantees, but for a zero-parameter listing, these are minor gaps.
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?
A single sentence that front-loads the action ('List') and enumerates the key output fields. Every word is informative; there is 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?
Given the simplicity (zero params, no output schema, strong annotations), the description covers the purpose and return values well. It could explicitly state that it returns all available sources, but the lack of filtering parameters strongly implies this. Overall, it is nearly complete for the tool's complexity.
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 no parameters (100% schema coverage). The description does not need to add param info. By the rubric, baseline 3 is appropriate. No additional meaning is provided beyond the schema, but none is required.
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 uses the verb 'List' and specifies the exact fields returned (provider ids, supported asset kinds, enablement state, etc.), clearly differentiating from siblings like get_game_asset (single item retrieval) and search_game_assets (filtered search).
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 usage for retrieving asset source metadata, but does not explicitly state when to choose this over siblings, nor does it mention prerequisites or exclusions. The context signals and sibling names provide implicit guidance, but direct usage context is absent.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
search_game_assetsSearch game assetsARead-onlyIdempotent
Search enabled remote and local game-asset sources concurrently. Results are normalized, license-filtered, relevance-ranked, de-duplicated, source-diversified, cached, and cursor-paginated.
| Name | Required | Description | Default |
|---|---|---|---|
| tags | No | Optional style or content tags. | |
| limit | No | Results per page. | |
| query | Yes | What to find. Chinese and English game-development terms are accepted. | |
| types | No | Optional normalized asset kinds. | |
| cursor | No | Opaque nextCursor returned by the previous page. Keep all other query arguments unchanged. | |
| formats | No | Optional file extensions such as png, glb, wav, or zip. | |
| refresh | No | Bypass the query cache for the first page. | |
| sources | No | Provider ids from list_asset_sources. Empty means every enabled source. | |
| license_policy | No | any, commercially usable, CC0/public domain, or no-attribution only. | any |
| include_unknown_license | No | When a restrictive license policy is selected, retain results whose license is unknown. |
TDQS
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations already declare safe and idempotent behavior (readOnlyHint, openWorldHint, idempotentHint, destructiveHint=false). The description adds significant behavioral details beyond these annotations: concurrent search, normalization, license filtering, relevance ranking, de-duplication, source diversification, caching, and cursor pagination. There is no contradiction with annotations.
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 a single concise sentence that front-loads the main action ('Search enabled remote and local game-asset sources concurrently') and follows with a list of processing steps. Every word earns its place. However, the sentence is somewhat dense; breaking it into two sentences could improve readability without losing information.
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?
Given the complexity (10 parameters, no output schema), the description explains the processing pipeline well but does not describe the structure of the returned results. Since there is no output schema, the agent would benefit from knowing what fields each asset result contains (e.g., id, name, source, url, license). The mention of cursor pagination helps, but details on the response envelope are missing.
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 (all 10 parameters have descriptions). The tool description itself does not add any extra parameter-level meaning beyond what the schema already provides. Therefore, the baseline score of 3 is appropriate as the description adds no additional semantic value for parameters.
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 it searches remote and local game-asset sources concurrently, which directly contrasts with sibling tools: get_game_asset (single asset retrieval), list_asset_sources (listing providers), and index_local_assets (local indexing). The verb 'Search' and resource 'game-asset sources' are specific and unambiguous.
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?
No explicit guidance is provided on when to use this tool versus alternatives. There are no when-to-use, when-not-to-use, or prerequisite instructions. For example, it doesn't mention that the user should first use list_asset_sources to obtain provider IDs for the sources parameter, or that index_local_assets must be run beforehand to make local assets searchable.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
4 tool updates
v1.0.0- First observed
get_game_asset - First observed
index_local_assets - First observed
list_asset_sources - First observed
search_game_assets
TDQS
Scored across 4 tools
Each tool has a distinct purpose: search, get details, list sources, and index. There is no overlap in functionality, making it easy for an agent to select the right tool.
All tool names follow a consistent verb_noun pattern in snake_case (get_game_asset, list_asset_sources, search_game_assets, index_local_assets). This predictable structure aids agent understanding.
Four tools cover the essential operations for a game asset finder: search, get detail, list sources, and index local assets. The count is well-scoped for the server's stated purpose.
The tools provide a complete workflow: index local assets, search across sources, retrieve detailed records, and list source info. No obvious gaps exist for the domain of finding and retrieving game assets.
Maintenance
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