Multiplayer Agent
com.multiplayeragent/multiplayer-agentmultiplayeragent.comstreamable-httpv1.0.0Scanned
Make any browser game multiplayer and host it at a share link. No account needed to start.
10 tools: 1 can delete or cancel things, 1 do something that can't be undone, 4 change things and 4 only read.
- Reads private data · 1
- Reads text others write · 1
- Can send data out · 1
- No findings
Anlyon alternative
6 of these tools change something. Run those as governed actions.
Declare what an action changes, and Anlyon puts it under a shared limit, binds every approval to the exact request, and grades the outcome. It works on any HTTPS API you can describe as an action.
Anlyon does not run, proxy or govern this MCP server. A tool your own code calls directly is not routed through Anlyon and is not governed by it.
Import an OpenAPI spec →Tools
Grouped by what each tool does, most consequential first. Open one for its reasons and full description; descriptions are the publisher's own words.
10 tools
Deletes or cancels 1Claude Code: deny
define_room_typeCreate or replace the spec for a room (validation/types/defaults).No findings
Why it is in this group
- The name "define_room_type" says "type": a word for a change.
- The server marks it destructive (destructiveHint: true).
Description, as the server wrote it Create or replace the spec for a room (validation/types/defaults). Returns connection info. Omit fields entirely for a fully schemaless room.
Annotations the server declares
- readOnlyHint: false
- destructiveHint: true
- idempotentHint: true
- openWorldHint: false
Can't be undone 1Claude Code: ask
publish_gameHost the game's files at a public share link, https://<slug>.play.multiplayeragent.com/ (the game's own origin; the slug comes from the game's name and never changes).Can send data outNo findings
Why it is in this group
- The name "publish_game" says "publish": a word for a change that another call does not undo.
What it can reach
- outboundThe name "publish_game" says "publish": it sends or publishes something to other people.
Description, as the server wrote it Host the game's files at a public share link, https://<slug>.play.multiplayeragent.com/ (the game's own origin; the slug comes from the game's name and never changes). Send every file the game needs: an index.html at the root plus any JS/CSS/assets, paths relative to it. Text goes as utf8 content; images, audio and other binaries as base64 with encoding: "base64". The files must use THIS game's publishable key (it is how the server knows the build belongs to this game; a client wired to another game is refused). Re-run after every change: it replaces the hosted files and the link stays the same. Limits: 100 files, 5 MB in total. Give the user the url: anyone who opens it joins the same rooms. Nothing is listed publicly; only people with the link find it.
Annotations the server declares
- readOnlyHint: false
- destructiveHint: false
- idempotentHint: true
- openWorldHint: false
Changes things 4Claude Code: ask
claim_studioThis connection has no account: it builds into an unclaimed studio.No findings
Why it is in this group
- Nothing in its name or description says what it does, so it is counted as a write.
- The server marks it read-only (readOnlyHint: true), but an annotation never lowers a class.
Description, as the server wrote it This connection has no account: it builds into an unclaimed studio. Returns the claim link to give the user (a free sign-up or log-in that moves the studio's games into their own account), when the studio expires, and whether it has been claimed already. connect_account is the better way to keep the games when the user is here (this session then keeps working as their account); the claim link is for later, or for someone else.
Annotations the server declares
- readOnlyHint: true
- openWorldHint: false
connect_accountConnect this keyless session to the user's own account, the way `gh auth login` works.No findings
Why it is in this group
- Nothing in its name or description says what it does, so it is counted as a write.
Description, as the server wrote it Connect this keyless session to the user's own account, the way `gh auth login` works. Ask for their email first and pass it (it prefills the page). Returns a one-time url and a code: open the url in their browser yourself and tell them the code. They sign up or log in ON THE PAGE (never ask for a password in chat), check the code matches, and press Connect. From then on this session acts as their account and the games built so far move in. The link lasts 10 minutes.
Annotations the server declares
- readOnlyHint: false
- destructiveHint: false
- idempotentHint: false
- openWorldHint: false
create_gameMint a new game (publishable key) under your studio (secret key).No findings
Why it is in this group
- The name "create_game" says "create": a word for a change.
Description, as the server wrote it Mint a new game (publishable key) under your studio (secret key). Returns its publishableKey + wsEndpoint. Point a client at the new key, or scope this MCP to it by passing the x-mp-game header.
Annotations the server declares
- readOnlyHint: false
- destructiveHint: false
- idempotentHint: false
- openWorldHint: false
set_game_nameSet a human-readable name for a game (the `game` argument, else the x-mp-game header, else your only game).No findings
Why it is in this group
- The name "set_game_name" says "set": a word for a change.
Description, as the server wrote it Set a human-readable name for a game (the `game` argument, else the x-mp-game header, else your only game). The name shows in your dashboard: call this when you start building so the game isn't unnamed. Refuses to guess when the studio has several games and none was named.
Annotations the server declares
- readOnlyHint: false
- destructiveHint: false
- idempotentHint: true
- openWorldHint: false
Only reads 4Show 4 read-only tools
get_client_snippetReturns a complete single-file HTML game wired to this room: realtime movement plus an anonymous (claimable) player, a saved color (datastore), and a click leaderboard.Reads private dataReads text others writeNo findings
Why it is in this group
- The name "get_client_snippet" says "get": a word for reading.
What it can reach
- private-dataThe description's first sentence says "return" and "file": it reads files.
- untrusted-inputThe description's first sentence says "return" and "html": it reads web pages, which anyone can write.
Description, as the server wrote it Returns a complete single-file HTML game wired to this room: realtime movement plus an anonymous (claimable) player, a saved color (datastore), and a click leaderboard. Write it to disk and open it. The game it is wired to is stamped in a comment at the top of the file.
Annotations the server declares
- readOnlyHint: true
- openWorldHint: false
get_connection_infoReturns { wsEndpoint, roomName, publishableKey, adsPublisherId } for wiring a client.No findings
Why it is in this group
- The name "get_connection_info" says "get": a word for reading.
Description, as the server wrote it Returns { wsEndpoint, roomName, publishableKey, adsPublisherId } for wiring a client. adsPublisherId is your BYO Google Ads id (embed it if set). Check the returned `target` names the game you meant before shipping the key.
Annotations the server declares
- readOnlyHint: true
- openWorldHint: false
get_sdk_referenceReturns the full SDK reference (markdown) wired to ONE game's key/endpoints: realtime rooms, player identity (anonymous + claim/login), the datastore (saves/stats/inventory), leade…No findings
Why it is in this group
- The name "get_sdk_reference" says "get": a word for reading.
Description, as the server wrote it Returns the full SDK reference (markdown) wired to ONE game's key/endpoints: realtime rooms, player identity (anonymous + claim/login), the datastore (saves/stats/inventory), leaderboards, player-created content (level sharing / UGC), and durable shared MATCHES for asynchronous turn-based play. Read this before writing client code that uses logins, saved progress, leaderboards, shared player-made content, or any game a player closes and comes back to. Pass `game` when the studio has more than one: every snippet carries that game's publishable key inline, and shipping the wrong one silently pools your players into another game.
Annotations the server declares
- readOnlyHint: true
- openWorldHint: false
list_gamesList the games (publishable keys) under your studio, with labels and per-game settings.No findings
Why it is in this group
- The name "list_games" says "list": a word for reading.
Description, as the server wrote it List the games (publishable keys) under your studio, with labels and per-game settings. Marks which game is `primary` (the one unnamed calls fall back to) and which one this connection is currently pointed at.
Annotations the server declares
- readOnlyHint: true
- openWorldHint: false
This is not a safety rating, and no finding is not a safety guarantee. The groups and findings come from fixed checks of the tool definitions the server returned on the date shown, not from its code or what it does when called. How the checks work.
Exfil surface
Which tools read private data, which read text someone else can write, and which can send data out. One of each is a path a prompt injection can use.
1 path in this server alone from private data, through text someone else wrote, to a way out. Denying 1 outbound tool breaks every one.
- Reads private data1
- Reads files, mail, messages, databases, secrets, calendars or repositories.
- Reads text others write1
- Brings in text someone else can write: web pages, inbound email, messages, issues and comments.
- Can send data out1
- Can carry data to people or systems: it sends, posts or publishes, or takes a recipient, channel or URL.
{
"permissions": {
"deny": [
"mcp__multiplayer-agent__publish_game"
]
}
}Other servers in the same agent add their own tools to these paths. Audit your whole setup to see them together.
Findings
Matches of fixed checks, with the text they matched.
No check matched anything in these tool definitions. That is not a safety guarantee.
History
Changes to its tool definitions and to its remote endpoint, newest first.
No change seen yet. Its tools are rescanned every day, and a remote endpoint is looked at once a week.
Install
Pinned to version 1.0.0. Values in angle brackets are yours to fill in.
claude mcp add --transport http multiplayer-agent https://api.multiplayeragent.com/mcpclaude mcp add --transport http multiplayer-agent https://api.multiplayeragent.com/mcpRun in a terminal.
Claude Code permissions
Allow the reads, ask before a change or a way out, deny the deletes. Paste into .claude/settings.json.
{
"permissions": {
"allow": [
"mcp__multiplayer-agent__list_games",
"mcp__multiplayer-agent__get_connection_info",
"mcp__multiplayer-agent__get_client_snippet",
"mcp__multiplayer-agent__get_sdk_reference"
],
"ask": [
"mcp__multiplayer-agent__create_game",
"mcp__multiplayer-agent__set_game_name",
"mcp__multiplayer-agent__publish_game",
"mcp__multiplayer-agent__connect_account",
"mcp__multiplayer-agent__claim_studio"
],
"deny": [
"mcp__multiplayer-agent__define_room_type"
]
}
}Tools that only read are allowed, tools that change things ask first, tools that delete or cancel are denied. A read that can send data out (it takes a URL, say) asks first too. It assumes the server is installed as multiplayer-agent. Review it before you use it.
Capability tags behind 2 rules
- mcp__multiplayer-agent__get_client_snippet private-data, untrusted-input
- mcp__multiplayer-agent__publish_game outbound
Pin
Keep the decision: fail CI when the tools change, follow every change, or show a badge.
Pin in CI
Fail a build when the tools you reviewed are not the tools the server serves today.
curl -s "https://anlyon.dev/api/v1/servers/com.multiplayeragent/multiplayer-agent/verify?hash=c914ffe58807d4ad1e0ac1374b34131f722ab336deb038e0e78d1c972e0e7f73" | jq -e '.changed == false'Pinned hash c914ffe58807, from Oct 26, 2026, 04:17 UTC.
Watch
Get told when its tools change: a new tool, a new description, a new class.
https://anlyon.dev/servers/com.multiplayeragent/multiplayer-agent/changes.xmlAn Atom feed. Works in any feed reader or Slack's RSS app.
Badge
[](https://anlyon.dev/servers/com.multiplayeragent/multiplayer-agent)Source: MCP Registry · repository. Synced Oct 26, 2026, 04:17 UTC.