* Add Playwright E2E tests with screenshot golden testing - Add E2E tests for all 8 MCP server examples - Screenshot golden images for visual regression testing - CI workflow for running E2E tests - npm scripts: test:e2e, test:e2e:update, test:e2e:ui 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Add default demo code for Three.js example When no code is provided, show a rotating green cube demo. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Add E2E testing documentation to CONTRIBUTING.md 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Update Three.js golden screenshot with 3D cube 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Add explicit permissions to CI workflow Set minimal read-only permissions for security best practices. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Fix test.setTimeout() to be inside describe blocks Playwright requires setTimeout to be called within a test or describe block. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Simplify E2E tests - remove excessive timeouts - Remove explicit setTimeout calls (default 30s is sufficient) - Replace waitForTimeout(5000/6000) with proper waitForAppLoad() - Wait for inner iframe visibility instead of fixed delays - Keep only 500ms stabilization for screenshot animations 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Auto-generate missing snapshots in CI Use updateSnapshots: 'missing' in CI to handle cross-platform screenshot differences (macOS vs Linux). 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Use platform-agnostic golden screenshots - Remove -chromium-darwin suffix from snapshot filenames - Configure snapshotPathTemplate for cross-platform compatibility - Increase tolerance to 5% for rendering differences between platforms 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Refactor tests to use forEach instead of for-of loop May help with Playwright test discovery issues in CI. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Use npm ci and list reporter in CI - Use npm ci for exact package versions - Use --reporter=list instead of html to avoid potential re-evaluation issues - Only upload test-results on failure 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Exclude e2e tests from bun test Run bun test only on src/ directory to avoid running Playwright tests with Bun's test runner. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Fix prettier formatting 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Add interaction tests for basic server apps Test that clicking buttons in the MCP App triggers the corresponding host callbacks: - Send Message → host logs "Message from MCP App" - Send Log → host logs "Log message from MCP App" - Open Link → host logs "Open link request" Tests both React and Vanilla JS implementations. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Mask dynamic content in E2E screenshot tests Add Playwright mask option to handle servers with dynamic/random content: - basic-react/vanillajs: mask server time display - system-monitor: mask CPU chart, memory stats, uptime - cohort-heatmap: mask heatmap grid (random data) - customer-segmentation: mask scatter chart (random data) This addresses PR feedback about handling examples with non-deterministic output. Masking replaces the previous 10% tolerance with proper exclusion of dynamic elements, allowing tighter 1% tolerance for the rest of the UI. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Add wiki-explorer to E2E tests with default URL param - Add default URL "https://en.wikipedia.org/wiki/Model_Context_Protocol" to wiki-explorer-server's get-first-degree-links tool inputSchema - Update basic-host to automatically populate input field with tool defaults extracted from inputSchema.properties - Add wiki-explorer-server to E2E test suite with dynamic masking for the force-directed graph 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Use .default() for threejs tool schema instead of .optional() This exposes the default code and height values in the JSON Schema, allowing basic-host to auto-populate the input field with defaults. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Enable parallel E2E tests with timeouts and canvas masking - Enable fullyParallel with 4 workers locally (2 in CI) - Add 30s timeout per test - Mask threejs canvas for stable screenshots - Update snapshots to reflect default values in input fields 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Add pre-commit check for private registry URLs in package-lock.json Same check as in CI to catch issues before push. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Increase screenshot diff tolerance to 6% for cross-platform rendering Font rendering differs between macOS and Linux, causing ~5% pixel differences. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Revert pre-commit artifactory check (moved to separate PR #133) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Format threejs server.ts 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * Update CONTRIBUTING.md to reflect platform-agnostic screenshots 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> * fix(e2e): use factory pattern for MCP servers to support parallel connections McpServer only supports one transport at a time. When multiple browser contexts connected in parallel, calling server.connect(transport) for each session overwrote the previous transport's callbacks, causing connection corruption and test timeouts. Changes: - server-utils.ts: accept factory function instead of single instance - All 9 example servers: wrap server creation in createServer() function - playwright.config.ts: re-enable parallel execution (4 workers) - servers.spec.ts: add toBeEnabled wait for server connection - Update screenshot baselines for basic-vanillajs and cohort-heatmap 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> --------- Co-authored-by: Claude <noreply@anthropic.com>
231 lines
6.2 KiB
TypeScript
231 lines
6.2 KiB
TypeScript
/**
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* Three.js MCP Server
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*
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* Provides tools for rendering interactive 3D scenes using Three.js.
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*/
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import { McpServer } from "@modelcontextprotocol/sdk/server/mcp.js";
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import { StdioServerTransport } from "@modelcontextprotocol/sdk/server/stdio.js";
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import type { ReadResourceResult } from "@modelcontextprotocol/sdk/types.js";
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import fs from "node:fs/promises";
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import path from "node:path";
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import { z } from "zod";
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import { RESOURCE_MIME_TYPE, RESOURCE_URI_META_KEY } from "../../dist/src/app";
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import { startServer } from "../shared/server-utils.js";
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const DIST_DIR = path.join(import.meta.dirname, "dist");
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// Default code example for the Three.js widget
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const DEFAULT_THREEJS_CODE = `const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);
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const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
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renderer.setSize(width, height);
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renderer.setClearColor(0x1a1a2e);
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const cube = new THREE.Mesh(
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new THREE.BoxGeometry(1, 1, 1),
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new THREE.MeshStandardMaterial({ color: 0x00ff88 })
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);
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scene.add(cube);
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scene.add(new THREE.DirectionalLight(0xffffff, 1));
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scene.add(new THREE.AmbientLight(0x404040));
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camera.position.z = 3;
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function animate() {
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requestAnimationFrame(animate);
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cube.rotation.x += 0.01;
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cube.rotation.y += 0.01;
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renderer.render(scene, camera);
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}
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animate();`;
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const THREEJS_DOCUMENTATION = `# Three.js Widget Documentation
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## Available Globals
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- \`THREE\` - Three.js library (r181)
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- \`canvas\` - Pre-created canvas element
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- \`width\`, \`height\` - Canvas dimensions in pixels
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- \`OrbitControls\` - Interactive camera controls
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- \`EffectComposer\`, \`RenderPass\`, \`UnrealBloomPass\` - Post-processing effects
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## Basic Template
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\`\`\`javascript
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);
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const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
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renderer.setSize(width, height);
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renderer.setClearColor(0x1a1a2e); // Dark background
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// Add objects here...
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camera.position.z = 5;
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renderer.render(scene, camera); // Static render
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\`\`\`
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## Example: Rotating Cube with Lighting
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\`\`\`javascript
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);
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const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
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renderer.setSize(width, height);
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renderer.setClearColor(0x1a1a2e);
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const cube = new THREE.Mesh(
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new THREE.BoxGeometry(1, 1, 1),
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new THREE.MeshStandardMaterial({ color: 0x00ff88 })
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);
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scene.add(cube);
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// Lighting - keep intensity at 1 or below
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scene.add(new THREE.DirectionalLight(0xffffff, 1));
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scene.add(new THREE.AmbientLight(0x404040));
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camera.position.z = 3;
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function animate() {
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requestAnimationFrame(animate);
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cube.rotation.x += 0.01;
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cube.rotation.y += 0.01;
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renderer.render(scene, camera);
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}
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animate();
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\`\`\`
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## Example: Interactive OrbitControls
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\`\`\`javascript
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);
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const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
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renderer.setSize(width, height);
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renderer.setClearColor(0x2d2d44);
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const controls = new OrbitControls(camera, renderer.domElement);
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controls.enableDamping = true;
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const sphere = new THREE.Mesh(
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new THREE.SphereGeometry(1, 32, 32),
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new THREE.MeshStandardMaterial({ color: 0xff6b6b, roughness: 0.4 })
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);
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scene.add(sphere);
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scene.add(new THREE.DirectionalLight(0xffffff, 1));
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scene.add(new THREE.AmbientLight(0x404040));
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camera.position.z = 4;
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function animate() {
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requestAnimationFrame(animate);
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controls.update();
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renderer.render(scene, camera);
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}
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animate();
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\`\`\`
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## Tips
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- Always set \`renderer.setClearColor()\` to a dark color
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- Keep light intensity ≤ 1 to avoid washed-out scenes
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- Use \`MeshStandardMaterial\` for realistic lighting
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- For animations, use \`requestAnimationFrame\`
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`;
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const resourceUri = "ui://threejs/mcp-app.html";
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/**
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* Creates a new MCP server instance with tools and resources registered.
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* Each HTTP session needs its own server instance because McpServer only supports one transport.
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*/
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function createServer(): McpServer {
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const server = new McpServer({
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name: "Three.js Server",
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version: "1.0.0",
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});
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// Tool 1: show_threejs_scene
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server.registerTool(
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"show_threejs_scene",
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{
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title: "Show Three.js Scene",
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description:
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"Render an interactive 3D scene with custom Three.js code. Available globals: THREE, OrbitControls, EffectComposer, RenderPass, UnrealBloomPass, canvas, width, height.",
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inputSchema: {
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code: z
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.string()
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.default(DEFAULT_THREEJS_CODE)
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.describe("JavaScript code to render the 3D scene"),
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height: z
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.number()
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.int()
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.positive()
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.default(400)
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.describe("Height in pixels"),
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},
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_meta: { [RESOURCE_URI_META_KEY]: resourceUri },
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},
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async ({ code, height }) => {
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return {
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content: [
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{
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type: "text",
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text: JSON.stringify({ code, height }),
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},
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],
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};
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},
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);
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// Tool 2: learn_threejs
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server.registerTool(
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"learn_threejs",
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{
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title: "Learn Three.js",
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description:
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"Get documentation and examples for using the Three.js widget",
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inputSchema: {},
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},
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async () => {
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return {
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content: [{ type: "text", text: THREEJS_DOCUMENTATION }],
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};
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},
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);
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// Resource registration
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server.registerResource(
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resourceUri,
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resourceUri,
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{ description: "Three.js Widget UI" },
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async (): Promise<ReadResourceResult> => {
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const html = await fs.readFile(
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path.join(DIST_DIR, "mcp-app.html"),
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"utf-8",
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);
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return {
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contents: [
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{
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uri: resourceUri,
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mimeType: RESOURCE_MIME_TYPE,
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text: html,
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},
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],
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};
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},
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);
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return server;
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}
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async function main() {
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if (process.argv.includes("--stdio")) {
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await createServer().connect(new StdioServerTransport());
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} else {
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const port = parseInt(process.env.PORT ?? "3108", 10);
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await startServer(createServer, { port, name: "Three.js Server" });
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}
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}
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main().catch((e) => {
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console.error(e);
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process.exit(1);
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});
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