addrbookFor publishers
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Evidence row 1222705

Observed , by probe.mcp/1.

Kind
mcp.tools
About
endpoint 3e7092e5-28ef-465b-ac10-2acf06424f6a
Recorded
Previous row
#771962
Body SHA-256
38ea2da12d7527ba58ceed08e05bcea1fc912e150a233fa99111605d7709f926
Leaf
0x79f946040bcf85708358705f7c46b454cae2a7009d586fa7436b1d733238941b

What was observed

{
  "count": 26,
  "tools": [
    {
      "description": "Delete a scheduled event. If it is running, it ends in running rooms within ~15 seconds (its config overrides drop away; server logic gets onLiveOps with it in change.ended). To end it early but keep it listed, schedule the same id again with endsAt set to the current time.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "game": {
            "description": "Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.",
            "type": "string"
          },
          "id": {
            "description": "The event id (see get_live_ops).",
            "type": "string"
          }
        },
        "required": [
          "id"
        ],
        "type": "object"
      },
      "name": "cancel_live_event"
    },
    {
      "description": "This connection has no account: it builds into an unclaimed studio. Returns the claim link to give the user (a free sign-up or log-in that moves the studio's games into their own account), when the studio expires, and whether it has been claimed already. connect_account is the better way to keep the games when the user is here (this session then keeps working as their account); the claim link is for later, or for someone else.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {},
        "type": "object"
      },
      "name": "claim_studio"
    },
    {
      "description": "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.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "email": {
            "description": "The user's email, to prefill the sign-in page.",
            "maxLength": 254,
            "type": "string"
          }
        },
        "type": "object"
      },
      "name": "connect_account"
    },
    {
      "description": "Mint a new game (publishable key) under your studio (secret key). Returns its publishableKey + wsEndpoint. Point a client at the new key, or scope this MCP to it by passing the x-mp-game header.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "label": {
            "description": "A human label for the game, e.g. 'N0RT arena'.",
            "type": "string"
          }
        },
        "type": "object"
      },
      "name": "create_game"
    },
    {
      "description": "Upload files straight from disk instead of pasting their bytes into a tool call: for images, audio, fonts, 3D models, and ANY file over ~50 KB (a tool call can't carry megabytes of base64). Give each file's hosted path and exact size in bytes; get back one URL per file. PUT each file to its URL with curl, from the game's folder: curl -sS -T <local file> \"<url>\" (Windows PowerShell: curl.exe). Each URL takes ONE PUT of exactly that many bytes and expires in 15 minutes, so upload right away. Then call publish_game with { path, uploadId } entries for these files (small text files can still go inline next to them), or deploy_room_logic with uploadId for a long logic file. An upload belongs to the game it was made for and is used up by the publish. Limits on this studio's plan: 100 files per call, 5 MB per game.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "files": {
            "description": "The files to upload.",
            "items": {
              "properties": {
                "contentType": {
                  "description": "Optional MIME type, e.g. 'image/png'. The host serves each file by its extension either way.",
                  "type": "string"
                },
                "path": {
                  "description": "Where the file goes in the hosted game, relative to index.html, e.g. 'assets/sprites/ship.png'.",
                  "type": "string"
                },
                "size": {
                  "description": "The file's exact size in bytes (e.g. from `wc -c < file` or `stat`).",
                  "maximum": 9007199254740991,
                  "minimum": 0,
                  "type": "integer"
                }
              },
              "required": [
                "path",
                "size"
              ],
              "type": "object"
            },
            "maxItems": 100,
            "minItems": 1,
            "type": "array"
          },
          "game": {
            "description": "Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.",
            "type": "string"
          }
        },
        "required": [
          "files"
        ],
        "type": "object"
      },
      "name": "create_upload"
    },
    {
      "description": "Create or replace the spec for a room (validation/types/defaults). Returns connection info. Omit fields entirely for a fully schemaless room.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "game": {
            "description": "Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.",
            "type": "string"
          },
          "roomName": {
            "description": "Unique room name under your key, e.g. 'dots-arena'.",
            "type": "string"
          },
          "spec": {
            "description": "The room schema: name, optional maxClients, entities.players.fields, shared.fields.",
            "properties": {
              "entities": {
                "additionalProperties": {
                  "properties": {
                    "fields": {
                      "additionalProperties": {
                        "anyOf": [
                          {
                            "enum": [
                              "string",
                              "number",
                              "boolean"
                            ],
                            "type": "string"
                          },
                          {
                            "properties": {
                              "default": {
                                "anyOf": [
                                  {
                                    "type": "string"
                                  },
                                  {
                                    "type": "number"
                                  },
                                  {
                                    "type": "boolean"
                                  }
                                ]
                              },
                              "type": {
                                "enum": [
                                  "string",
                                  "number",
                                  "boolean"
                                ],
                                "type": "string"
                              }
                            },
                            "required": [
                              "type"
                            ],
                            "type": "object"
                          }
                        ]
                      },
                      "propertyNames": {
                        "type": "string"
                      },
                      "type": "object"
                    },
                    "keyedBy": {
                      "const": "sessionId",
                      "type": "string"
                    }
                  },
                  "required": [
                    "fields"
                  ],
                  "type": "object"
                },
                "propertyNames": {
                  "type": "string"
                },
                "type": "object"
              },
              "maxClients": {
                "exclusiveMinimum": 0,
                "maximum": 9007199254740991,
                "type": "integer"
              },
              "name": {
                "type": "string"
              },
              "shared": {
                "properties": {
                  "fields": {
                    "additionalProperties": {
                      "anyOf": [
                        {
                          "enum": [
                            "string",
                            "number",
                            "boolean"
                          ],
                          "type": "string"
                        },
                        {
                          "properties": {
                            "default": {
                              "anyOf": [
                                {
                                  "type": "string"
                                },
                                {
                                  "type": "number"
                                },
                                {
                                  "type": "boolean"
                                }
                              ]
                            },
                            "type": {
                              "enum": [
                                "string",
                                "number",
                                "boolean"
                              ],
                              "type": "string"
                            }
                          },
                          "required": [
                            "type"
                          ],
                          "type": "object"
                        }
                      ]
                    },
                    "propertyNames": {
                      "type": "string"
                    },
                    "type": "object"
                  }
                },
                "required": [
                  "fields"
                ],
                "type": "object"
              }
            },
            "required": [
              "name"
            ],
            "type": "object"
          }
        },
        "required": [
          "roomName",
          "spec"
        ],
        "type": "object"
      },
      "name": "define_room_type"
    },
    {
      "description": "Deploy server-side game logic (JS source) for a room so it runs AUTHORITATIVELY: clients send inputs and the server computes state on a tick (anti-cheat by construction). Define handlers as functions over a global `state` (RoomStateView shape): onJoin(id), onLeave(id), onInput(id, input), onEvent(id, type, data), onTick(dt); emit(type,data)/emitTo(id,type,data) send events to clients. For TRUSTWORTHY persistence the client can't fake, call saveData(id, patch)/loadData(id) (the player's server-only save) and submitScore(id, board, score, mode), the server decides the values (the client passes its identity via MP.join({…, player})). Each deploy returns a version (roll back with rollback_room_logic; read runtime errors with get_room_logs). Limits: code <= 256KB, tickRate 1-60. The code runs in a locked-down isolate: handlers must be SYNCHRONOUS (no async/await/promises/timers), there is no network or require, console.* is a no-op, and state must stay JSON-serializable (no Map/Set/class instances). Call get_sdk_reference for the full contract.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "code": {
            "description": "JS source defining onJoin/onLeave/onInput/onEvent/onTick over a global `state`. Or, for a long file, pass uploadId instead.",
            "type": "string"
          },
          "game": {
            "description": "Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.",
            "type": "string"
          },
          "roomName": {
            "description": "The room name to make authoritative.",
            "type": "string"
          },
          "tickRate": {
            "description": "Server ticks per second (default 20).",
            "maximum": 60,
            "minimum": 1,
            "type": "integer"
          },
          "uploadId": {
            "description": "Instead of code: the uploadId of a .js file you created with create_upload (for this game) and PUT with curl. For logic too long to send inline.",
            "type": "string"
          }
        },
        "required": [
          "roomName"
        ],
        "type": "object"
      },
      "name": "deploy_room_logic"
    },
    {
      "description": "Let players sign in with a portal or federated account via player.loginExternal({ provider, token }). Self-serve providers: 'wavedash' (games on wavedash.com; token = (await Wavedash.getUserJwt()).data) and 'google' (Google Identity Services; token = the GIS ID-token credential). The server verifies every token against fixed, provider-published keys; you only supply public pins. wavedash: pass gameId = the gcid of the user's PRODUCTION game (ask them; or read it off a production token with verify_login_token); without it, tokens from any Wavedash game (incl. playtests) are accepted. google: clientId is required. Re-run to change the config (e.g. once the game id is known). Then verify with verify_login_token.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "clientId": {
            "description": "google only: the OAuth client id (…apps.googleusercontent.com).",
            "type": "string"
          },
          "game": {
            "description": "Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.",
            "type": "string"
          },
          "gameId": {
            "description": "wavedash only: the production Wavedash game id, pinned against the token's gcid claim.",
            "type": "string"
          },
          "provider": {
            "description": "Which provider to enable.",
            "enum": [
              "wavedash",
              "google"
            ],
            "type": "string"
          }
        },
        "required": [
          "provider"
        ],
        "type": "object"
      },
      "name": "enable_login_provider"
    },
    {
      "description": "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.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "game": {
            "description": "Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.",
            "type": "string"
          },
          "roomName": {
            "description": "The room name.",
            "type": "string"
          }
        },
        "required": [
          "roomName"
        ],
        "type": "object"
      },
      "name": "get_client_snippet"
    },
    {
      "description": "Returns { wsEndpoint, roomName, publishableKey, adsPublisherId } for wiring a client. adsPublisherId is your BYO Google Ads id (embed it if set). Check the returned `target` names the game you meant before shipping the key.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "game": {
            "description": "Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.",
            "type": "string"
          },
          "roomName": {
            "description": "The room name.",
            "type": "string"
          }
        },
        "required": [
          "roomName"
        ],
        "type": "object"
      },
      "name": "get_connection_info"
    },
    {
      "description": "Read a game's live ops: `now` (what players see right now: the merged config plus active and upcoming events), the base config, every scheduled event with its status (active / upcoming / ended), the highlight webhook (masked) and the 20 latest highlights with how each was delivered. Pass `at` to preview another instant (e.g. the middle of a weekend event) and `room` to see one room's view. Use it to verify every change you make.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "at": {
            "description": "ISO-8601 instant to preview (default now).",
            "type": "string"
          },
          "game": {
            "description": "Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.",
            "type": "string"
          },
          "room": {
            "description": "Resolve for this room (events limited to other rooms drop out). Default: game-wide.",
            "type": "string"
          }
        },
        "type": "object"
      },
      "name": "get_live_ops"
    },
    {
      "description": "Returns recent runtime errors from a room's deployed logic (newest first), so you can self-fix after a deploy without joining the room. Errors also surface in state.shared.__error.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "game": {
            "description": "Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.",
            "type": "string"
          },
          "limit": {
            "description": "Max log lines (default 50).",
            "maximum": 100,
            "minimum": 1,
            "type": "integer"
          },
          "roomName": {
            "description": "The room name.",
            "type": "string"
          }
        },
        "required": [
          "roomName"
        ],
        "type": "object"
      },
      "name": "get_room_logs"
    },
    {
      "description": "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), durable shared MATCHES for asynchronous turn-based play, and live ops (live config, scheduled events, highlights). 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.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "game": {
            "description": "Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.",
            "type": "string"
          }
        },
        "type": "object"
      },
      "name": "get_sdk_reference"
    },
    {
      "description": "List the games (publishable keys) under your studio, with labels and per-game settings. Marks which game is `primary` (the one unnamed calls fall back to) and which one this connection is currently pointed at.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {},
        "type": "object"
      },
      "name": "list_games"
    },
    {
      "description": "List the external login providers enabled on a game (names only, never secrets). selfServe=true ones you can reconfigure with enable_login_provider; the rest are operator-managed.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "game": {
            "description": "Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.",
            "type": "string"
          }
        },
        "type": "object"
      },
      "name": "list_login_providers"
    },
    {
      "description": "Returns the deploy history (version, tickRate, bytes, deployedAt) for a room's authoritative logic, newest first.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "game": {
            "description": "Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.",
            "type": "string"
          },
          "roomName": {
            "description": "The room name.",
            "type": "string"
          }
        },
        "required": [
          "roomName"
        ],
        "type": "object"
      },
      "name": "list_room_logic"
    },
    {
      "description": "List the starter games: ready-made multiplayer games (many built in Multiplayer Agent's videos) to begin from with remix_game. Each shows its slug, title, summary, the video it came from, whether it's premium, and whether THIS studio has it unlocked (free starters: everyone; premium: a paid plan).",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {},
        "type": "object"
      },
      "name": "list_starters"
    },
    {
      "description": "Host the game's files at a public share link, https://<slug>.play.multiplayeragent.com/ (the game's own origin; the slug comes from the game's name and never changes). The game needs an index.html at the root plus any JS/CSS/assets, paths relative to it. Send small text files (HTML, JS, CSS, JSON) inline as { path, content }. For images, audio, fonts, models and ANY file over ~50 KB, call create_upload first, PUT each file with curl, and pass { path, uploadId } here: the bytes never go through you. (Inline base64 with encoding: \"base64\" still works for a tiny binary.) The files must use THIS game's publishable key (it is how the server knows the build belongs to this game; a client wired to another game is refused). mode \"replace\" (the default) makes the files you send the whole game: anything not sent is removed. mode \"patch\" adds or replaces only the files you send and keeps the rest, and `remove` deletes paths: use it to fix one file without resending the art, or to put a big build up over several calls. Re-run after every change; the link stays the same. Limits on this studio's plan: 100 files and 5 MB per game, 25 MB across all its games. Give the user the url: anyone who opens it joins the same rooms. Nothing is listed publicly; only people with the link find it.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "files": {
            "description": "The files: in replace mode every file of the game, including index.html; in patch mode just the ones to add or replace.",
            "items": {
              "properties": {
                "content": {
                  "description": "Inline content: the text itself, or base64 when encoding is 'base64'. For small text files; use uploadId for anything else.",
                  "type": "string"
                },
                "encoding": {
                  "description": "'utf8' (default) for text files; 'base64' for an inline binary.",
                  "enum": [
                    "utf8",
                    "base64"
                  ],
                  "type": "string"
                },
                "path": {
                  "description": "Path relative to the game root, e.g. 'index.html' or 'assets/ship.png'.",
                  "type": "string"
                },
                "uploadId": {
                  "description": "Instead of content: an uploadId from create_upload, for this game, whose curl PUT has finished.",
                  "type": "string"
                }
              },
              "required": [
                "path"
              ],
              "type": "object"
            },
            "maxItems": 100,
            "type": "array"
          },
          "game": {
            "description": "Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.",
            "type": "string"
          },
          "mode": {
            "description": "'replace' (default): these files become the whole game. 'patch': add or replace just these, keep everything else hosted.",
            "enum": [
              "replace",
              "patch"
            ],
            "type": "string"
          },
          "remove": {
            "description": "Patch mode only: hosted paths to delete.",
            "items": {
              "type": "string"
            },
            "maxItems": 100,
            "type": "array"
          }
        },
        "required": [
          "files"
        ],
        "type": "object"
      },
      "name": "publish_game"
    },
    {
      "description": "Start from a starter game (see list_starters): makes a NEW game in this studio (or, with `game`, reuses one of yours) and returns a link to the starter's source as a ZIP, valid for 5 minutes, plus the steps to unpack it, rewire it to the new game's publishable key, and publish it. Premium starters need a paid plan; a locked one returns the upgrade link instead, and nothing is created.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "game": {
            "description": "Reuse one of your games instead of making a new one (its pk_ or exact name): e.g. to fetch a fresh link after one expired.",
            "type": "string"
          },
          "label": {
            "description": "A name for the new game. Defaults to the starter's title.",
            "maxLength": 100,
            "type": "string"
          },
          "starter": {
            "description": "The starter's slug, from list_starters, e.g. 'slither-arena'.",
            "type": "string"
          }
        },
        "required": [
          "starter"
        ],
        "type": "object"
      },
      "name": "remix_game"
    },
    {
      "description": "Roll a room's authoritative logic back to a prior version by re-deploying it as a new version (history stays intact). Omit toVersion to restore the previous version.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "game": {
            "description": "Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.",
            "type": "string"
          },
          "roomName": {
            "description": "The room name.",
            "type": "string"
          },
          "toVersion": {
            "description": "Version to restore (default: the previous version).",
            "exclusiveMinimum": 0,
            "maximum": 9007199254740991,
            "type": "integer"
          }
        },
        "required": [
          "roomName"
        ],
        "type": "object"
      },
      "name": "rollback_room_logic"
    },
    {
      "description": "Schedule (or, with an existing id, edit) a timed event: a window, optionally repeating daily or weekly, optionally limited to some rooms, carrying config overrides that apply only while it runs. It starts and ends on time in rooms that are already running, as data: nobody is kicked and nothing is redeployed. Clients see it in mp.live (active / upcoming / config) and mp.onLive(cb); server logic reads liveOps() and gets onLiveOps(live, change) when it starts or ends. Up to 50 events per game; check the result with get_live_ops (pass `at` to preview).",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "config": {
            "additionalProperties": {},
            "description": "Overrides deep-merged over the live config while the event runs (null deletes a key), e.g. { xpMultiplier: 2, rules: { lives: 1 } }.",
            "propertyNames": {
              "type": "string"
            },
            "type": "object"
          },
          "description": {
            "description": "Player-facing blurb for an events window.",
            "maxLength": 500,
            "type": "string"
          },
          "durationMinutes": {
            "description": "Length of each occurrence, instead of endsAt.",
            "exclusiveMinimum": 0,
            "type": "number"
          },
          "endsAt": {
            "description": "ISO-8601 end. Or give durationMinutes. Neither = open-ended (until cancelled; not for repeating events).",
            "type": "string"
          },
          "game": {
            "description": "Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.",
            "type": "string"
          },
          "id": {
            "description": "Stable id (a-z, 0-9, - _). Defaults to a slug of the title. Scheduling an existing id EDITS that event.",
            "maxLength": 48,
            "type": "string"
          },
          "repeat": {
            "description": "Repeat the same window every day or week from startsAt (default none).",
            "enum": [
              "none",
              "daily",
              "weekly"
            ],
            "type": "string"
          },
          "repeatUntil": {
            "description": "ISO-8601: no occurrence starts at or after this. Omit = repeats forever.",
            "type": "string"
          },
          "rooms": {
            "description": "Only these room names. Omit = every room of the game.",
            "items": {
              "type": "string"
            },
            "type": "array"
          },
          "startsAt": {
            "description": "ISO-8601 start, e.g. \"2026-11-01T18:00:00Z\", or \"now\" (the default).",
            "type": "string"
          },
          "title": {
            "description": "Player-facing name, e.g. 'Double XP Weekend'.",
            "maxLength": 80,
            "minLength": 1,
            "type": "string"
          }
        },
        "required": [
          "title"
        ],
        "type": "object"
      },
      "name": "schedule_live_event"
    },
    {
      "description": "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.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "game": {
            "description": "Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.",
            "type": "string"
          },
          "name": {
            "description": "Display name, e.g. 'N0RT Arena'.",
            "maxLength": 100,
            "minLength": 1,
            "type": "string"
          }
        },
        "required": [
          "name"
        ],
        "type": "object"
      },
      "name": "set_game_name"
    },
    {
      "description": "Set where the game's highlights post: a Discord channel webhook (Server Settings → Integrations → Webhooks → Copy URL) or a Slack incoming webhook. Server logic posts with highlight(type, text, data), e.g. highlight(\"hard-clear\", \"Mia cleared Level 9 on one life\"); the server decided it happened, so players can't fake one. Sends a test post and saves only if it is accepted. The URL is a credential: ask the user to paste it, and it is only ever shown back masked. Pass null to stop posting. Limits: 6 highlights a minute per room, 60 posts an hour per game (the rest are still recorded; see get_live_ops).",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "game": {
            "description": "Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.",
            "type": "string"
          },
          "url": {
            "anyOf": [
              {
                "type": "string"
              },
              {
                "type": "null"
              }
            ],
            "description": "https://discord.com/api/webhooks/… or https://hooks.slack.com/services/…, or null to clear."
          }
        },
        "required": [
          "url"
        ],
        "type": "object"
      },
      "name": "set_highlight_webhook"
    },
    {
      "description": "Set the game's live config: any JSON the game reads at runtime (drop rates, prices, difficulty, a banner, feature switches). It reaches rooms that are already running within ~15 seconds, with no redeploy and nobody disconnected; clients read it as mp.live.config, server logic as liveOps().config. Merges by default (a null value deletes a key); replace: true swaps the whole object. Active events' overrides apply on top. Max 8KB.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "config": {
            "additionalProperties": {},
            "description": "JSON object to merge (or, with replace, to store).",
            "propertyNames": {
              "type": "string"
            },
            "type": "object"
          },
          "game": {
            "description": "Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.",
            "type": "string"
          },
          "replace": {
            "description": "Replace the whole config instead of merging (default false).",
            "type": "boolean"
          }
        },
        "required": [
          "config"
        ],
        "type": "object"
      },
      "name": "set_live_config"
    },
    {
      "description": "Choose whether players (and their data/leaderboards) are shared across all of your games ('account', the default) or isolated to one game ('project'). Set this ONCE at setup: it locks as soon as the game has any players, because changing it would split existing players and their leaderboards across two scopes. To use a different scoping, create a new game. IRREVERSIBLE: always name the target with `game`; this tool refuses to pick when the studio has several.",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "game": {
            "description": "Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.",
            "type": "string"
          },
          "scope": {
            "description": "'account' = org-wide players; 'project' = per-game.",
            "enum": [
              "account",
              "project"
            ],
            "type": "string"
          }
        },
        "required": [
          "scope"
        ],
        "type": "object"
      },
      "name": "set_player_scope"
    },
    {
      "description": "Check a real provider token against the game's login config exactly as player.loginExternal would, WITHOUT creating or linking a player. Returns { ok, uid, username, claims } or { ok: false, error }. Use it to confirm a provider works end to end, and to read what a token carries (e.g. Wavedash's gcid). Ask the user to paste a token from their running build (Wavedash: (await Wavedash.getUserJwt()).data in the browser console).",
      "inputSchema": {
        "$schema": "http://json-schema.org/draft-07/schema#",
        "properties": {
          "game": {
            "description": "Which game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.",
            "type": "string"
          },
          "provider": {
            "description": "The provider name, e.g. 'wavedash'.",
            "type": "string"
          },
          "token": {
            "description": "A real token from the provider's client SDK.",
            "type": "string"
          }
        },
        "required": [
          "provider",
          "token"
        ],
        "type": "object"
      },
      "name": "verify_login_token"
    }
  ]
}

What the leaf hashes

{"body":"38ea2da12d7527ba58ceed08e05bcea1fc912e150a233fa99111605d7709f926","id":1222705,"kind":"mcp.tools","method":"probe.mcp/1","observed_us":1793319792265662,"prev":771962,"subject":"3e7092e5-28ef-465b-ac10-2acf06424f6a","subject_kind":"endpoint"}

Proof

Fold these into the leaf in order, hashing each sorted pair with keccak256, to reach the root of (243099 rows).

  1. 0x79f91e65a71dcc695592b913b621b39e6d7a16d4b7e47ae2e3cf0c64bd51232e
  2. 0x2517cb9a15d850449caf00ec347ce5ae0a1b05655468777487027335db8b911f
  3. 0x2ada2389ba3d61a26b57741b57c4dc5ce2932a676298f41a981f6fbdfe91172b
  4. 0x63a246f9ec61aad473f6ca2b6668b588ed7d313cb8c3629a9dbd52cdd080b5c8
  5. 0x6efffe58ab4e2bf5f55d028385a9d09559daae69747ee28e3239d33082898e37
  6. 0x31b487ab39fe7240ef2eafa301c7376bf77ac01cbfa067ac26785910c95b7517
  7. 0xe449d7170db6fa9108adc65172cdb7e59273e62fb7a90c8b6ca3817b7eaf4608
  8. 0x9faf2ec9ecf4efc5fe719fdfb34e51feec4a55c9a0fd95baa2d70e3ff77118b4
  9. 0x21ae07016770386982008e6330bc0c423593f5fae940a2600750e8e1775a3474
  10. 0xcc243507e1de2d4bb12a29b9e8bb05d0b25aad70cee3e96b56599b3637e6fb5c
  11. 0x8794e503cf5145a2cb2c9e144b733d6c4c23e50deb0348eb0ead5980d97c3ccf
  12. 0xa62d2a94c4e41344be7020ee61581f825ef1f410baa12467a84d910baf853e81
  13. 0x7d78eff4c9ce267d28036a409ba9eaf648f301fa99e543592b9bd1ea5660fdc5
  14. 0x98147b4434f11be9b2162fe0bf2cff64bd30ca1bfe5cd0edf25228078b678708
  15. 0x235114e50a987e65d728b9ef8b5978846cd7c01f22effc55dd604c388ce359ec
  16. 0xdbaaffa44665d1fa60d33d2c4075bd87629b76d01a6ee63e621e78590303b56d
  17. 0xffe660edb9e5c6e3449a49454634c3e7b2f9fe703e5697f723b021735647ab7e
  18. 0x30a81d8fcef4e8f9e2877c62796cfc5612fc1b251127d531dee28f8dbd5c5147
Day root
0x0826c7ad6039e06a2360ca0a4a3a4fe7f2626c6dc19f71a37599386f78b39875
Chained
0x36b4c8a1063758f0b8765fa1bdf75fa92fb543cc183add3e261880ee2bd1f822
Published
On Arc Testnet, block 69923247: 0x8704744146c6967c8abc9e9a99de4db7283b29e840922ea83a69b6fe776e6861

How to check it · This row as JSON