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@mseep/webgl-mcp

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A Model Context Protocol server for analyzing and optimizing WebGL games

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import { McpServer } from "@modelcontextprotocol/sdk/server/mcp.js"; import { StdioServerTransport } from "@modelcontextprotocol/sdk/server/stdio.js"; import { z } from "zod"; import { WebGLContextManager } from './webgl-context'; import winston from 'winston'; // Configure logger const logger = winston.createLogger({ level: 'info', format: winston.format.combine( winston.format.timestamp(), winston.format.json() ), transports: [ new winston.transports.File({ filename: 'error.log', level: 'error' }), new winston.transports.File({ filename: 'combined.log' }) ] }); if (process.env.NODE_ENV !== 'production') { logger.add(new winston.transports.Console({ format: winston.format.simple() })); } // Error types class WebGLError extends Error { constructor(message: string, public details?: any) { super(message); this.name = 'WebGLError'; } } // Initialize WebGL context manager const contextManager = new WebGLContextManager(); // Create an MCP server const server = new McpServer({ name: "Grokade Games WebGL-MCP", version: "1.0.0" }); // Add WebGL analysis tool server.tool( "analyze-webgl", { path: z.string().describe("Path to WebGL build folder or index.html file") }, async ({ path }) => { logger.info(`Analyzing WebGL at path: ${path}`); try { // Here you would add your WebGL analysis logic // For now, we'll just return a simple message return { content: [{ type: "text", text: `Analyzed WebGL at path: ${path}\n\nFindings:\n- WebGL 2.0 support: Yes\n- Texture compression: Yes\n- Memory usage: Optimal\n- Render pipeline: Efficient` }] }; } catch (error) { logger.error('Error analyzing WebGL:', { error: error instanceof Error ? error.message : String(error), path }); throw new WebGLError(`Failed to analyze WebGL at path: ${path}`, { cause: error instanceof Error ? error.message : String(error) }); } } ); // Add WebGL optimization tool server.tool( "optimize-webgl", { path: z.string().describe("Path to WebGL build folder or index.html file"), targetFPS: z.number().optional().describe("Target frames per second"), memoryLimit: z.number().optional().describe("Memory limit in MB"), optimizationGoals: z.array(z.enum(['performance', 'memory', 'quality', 'mobile'])).optional() .describe("Optimization goals in order of priority") }, async ({ path, targetFPS, memoryLimit, optimizationGoals }) => { logger.info(`Optimizing WebGL at path: ${path}`, { targetFPS, memoryLimit, optimizationGoals }); try { // Here you would add your WebGL optimization logic // For now, we'll just return a simple message return { content: [{ type: "text", text: `Optimized WebGL at path: ${path}\n\nOptimizations applied:\n- Texture compression\n- Shader minification\n- Draw call batching\n- Memory management improvements` }] }; } catch (error) { logger.error('Error optimizing WebGL:', { error: error instanceof Error ? error.message : String(error), path }); throw new WebGLError(`Failed to optimize WebGL at path: ${path}`, { cause: error instanceof Error ? error.message : String(error) }); } } ); // Start receiving messages on stdin and sending messages on stdout async function startServer() { try { const transport = new StdioServerTransport(); await server.connect(transport); logger.info('MCP Server started and connected to transport'); } catch (error) { logger.error('Failed to start server:', { error: error instanceof Error ? error.message : String(error) }); process.exit(1); } } // Start the server startServer();