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game_multiplayer

Create ENet multiplayer servers or connect as a client in Godot, with options to disconnect and check status. Configure port, address, and max clients.

Instructions

ENet multiplayer create server/client/disconnect

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
portNoServer port. Default: 7000
actionYesAction: create_server, create_client, disconnect, status
addressNoServer address for client. Default: 127.0.0.1
maxClientsNoMax clients for server. Default: 32

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

C2.9/5.0
Behavior2/5

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

With no annotations, the description carries the full burden of behavioral disclosure, but it only lists actions without explaining lifecycle, side effects, statefulness, or what happens on connect/disconnect. It does not mention expected output, errors, or whether creating a server blocks or returns immediately.

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 very short and front-loads the protocol and primary actions. It is terse to the point of being ungrammatical, but every word conveys meaningful scope information without filler.

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

Completeness2/5

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

This is a stateful networking tool with four parameters and no output schema, yet the description gives no context about connection flow, default behavior, return values, or failure modes. It is minimally viable for identifying the tool but insufficient for correctly invoking it in varied scenarios.

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 description coverage is 100%, so parameters are already documented in the schema. The description adds little beyond naming ENet multiplayer, but it does not contradict or duplicate parameter details, so the baseline of 3 is appropriate.

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

Purpose4/5

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

The description names the protocol (ENet) and the core operations (create server/client/disconnect), making the tool's purpose clear. It doesn't explicitly call out alternatives like game_rpc or game_websocket, but the ENet multiplayer focus distinguishes it from most siblings.

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

Usage Guidelines2/5

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

No guidance is given on when to use this tool versus related networking tools such as game_rpc, game_websocket, or game_http_request. The action list implies usage, but there is no explicit context, prerequisites, or exclusions.

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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