Implémenter l'API de Jeu et le serveur MCP d'Inventaire
Tâche 1 : Implémenter l’API de jeu
Section intitulée « Tâche 1 : Implémenter l’API de jeu »Nous allons implémenter les API suivantes dans cette section :
saveGame- créer ou mettre à jour une partie.queryGames- retourner une liste paginée des parties précédemment sauvegardées.queryInventory- retourner une liste paginée des objets dans l’inventaire d’un joueur.queryActions- retourner l’historique des conversations pour une partie donnée.
Schéma d’API
Section intitulée « Schéma d’API »Pour définir les entrées et sorties de notre API, créons notre schéma avec Zod dans le fichier packages/game-api/src/schema/index.ts comme suit :
import { z } from 'zod';
export const QueryInputSchema = z.object({ cursor: z.string().optional(), limit: z.number().optional().default(100),});export type IQueryInput = z.TypeOf<typeof QueryInputSchema>;
export const ActionSchema = z.object({ role: z.enum(['user', 'assistant']), content: z.string(), messageId: z.number(),});export type IAction = z.TypeOf<typeof ActionSchema>;
export const GameSchema = z.object({ playerName: z.string(), genre: z.enum(['zombie', 'superhero', 'medieval']), lastUpdated: z.iso.datetime(),});export type IGame = z.TypeOf<typeof GameSchema>;
export const ItemSchema = z.object({ playerName: z.string(), itemName: z.string(), emoji: z.string().optional(), lastUpdated: z.iso.datetime(), quantity: z.number(),});export type IItem = z.TypeOf<typeof ItemSchema>;
export const createPaginatedQueryOutput = <ItemType extends z.ZodTypeAny>( itemSchema: ItemType,) => { return z.object({ items: z.array(itemSchema), cursor: z.string().nullable(), });};export * from './echo.js'import { z } from 'zod';
export const QueryInputSchema = z.object({ cursor: z.string().optional(), limit: z.number().optional().default(100),});export type IQueryInput = z.TypeOf<typeof QueryInputSchema>;
export const ActionSchema = z.object({ role: z.enum(['user', 'assistant']), content: z.string(), messageId: z.number(),});export type IAction = z.TypeOf<typeof ActionSchema>;
export const GameSchema = z.object({ playerName: z.string(), genre: z.enum(['zombie', 'superhero', 'medieval']), lastUpdated: z.iso.datetime(),});export type IGame = z.TypeOf<typeof GameSchema>;
export const ItemSchema = z.object({ playerName: z.string(), itemName: z.string(), emoji: z.string().optional(), lastUpdated: z.iso.datetime(), quantity: z.number(),});export type IItem = z.TypeOf<typeof ItemSchema>;
export const createPaginatedQueryOutput = <ItemType extends z.ZodTypeAny>( itemSchema: ItemType,) => { return z.object({ items: z.array(itemSchema), cursor: z.string().nullable(), });};Supprimez le fichier packages/game-api/src/schema/echo.ts car nous ne l’utiliserons pas dans ce projet.
Modélisation des entités
Section intitulée « Modélisation des entités »Voici le diagramme entité-relation de notre application.
Nous allons implémenter notre base de données dans DynamoDB en utilisant la bibliothèque cliente ElectroDB pour simplifier les choses. Le queryActions de l’API de jeu a également besoin du client S3 pour lire les tours de conversation que l’agent a écrits. Installez-les tous avec :
pnpm add -w electrodb@3.7.5 @aws-sdk/client-dynamodb@3.1048.0 @aws-sdk/client-s3@3.1048.0yarn add electrodb@3.7.5 @aws-sdk/client-dynamodb@3.1048.0 @aws-sdk/client-s3@3.1048.0npm install --legacy-peer-deps electrodb@3.7.5 @aws-sdk/client-dynamodb@3.1048.0 @aws-sdk/client-s3@3.1048.0bun install electrodb@3.7.5 @aws-sdk/client-dynamodb@3.1048.0 @aws-sdk/client-s3@3.1048.0Pour définir nos entités ElectroDB à partir du diagramme ER, créons le fichier packages/game-api/src/entities/index.ts :
import { Entity } from 'electrodb';import { DynamoDBClient } from '@aws-sdk/client-dynamodb';import { getAppConfig } from '@aws-lambda-powertools/parameters/appconfig';
/** * Resolves the DynamoDB table name from runtime config (AppConfig). */const resolveTableName = async (): Promise<string> => { const tablesConfig = await getAppConfig('tables', { application: process.env.RUNTIME_CONFIG_APP_ID!, environment: 'default', transform: 'json', });
const tableName = (tablesConfig as Record<string, any>).ElectroDbTable?.tableName; if (!tableName) { throw new Error( 'Could not resolve table name from runtime config', ); } return tableName;};
export const createGameEntity = async (client: DynamoDBClient = new DynamoDBClient()) => new Entity( { model: { entity: 'Game', version: '1', service: 'game', }, attributes: { playerName: { type: 'string', required: true, readOnly: true }, genre: { type: 'string', required: true, readOnly: true }, lastUpdated: { type: 'string', required: true, default: () => new Date().toISOString(), }, }, indexes: { primary: { pk: { field: 'pk', composite: ['playerName'] }, sk: { field: 'sk', composite: [], }, }, }, }, { client, table: await resolveTableName() }, );
export const createInventoryEntity = async (client: DynamoDBClient = new DynamoDBClient()) => new Entity( { model: { entity: 'Inventory', version: '1', service: 'game', }, attributes: { playerName: { type: 'string', required: true, readOnly: true }, lastUpdated: { type: 'string', required: true, default: () => new Date().toISOString(), }, itemName: { type: 'string', required: true, }, emoji: { type: 'string', required: false, }, quantity: { type: 'number', required: true, }, }, indexes: { primary: { pk: { field: 'pk', composite: ['playerName'] }, sk: { field: 'sk', composite: ['itemName'] }, }, }, }, { client, table: await resolveTableName() }, );ElectroDB nous permet non seulement de définir nos types, mais aussi de fournir des valeurs par défaut pour certains champs comme les horodatages. De plus, ElectroDB suit le single-table design, une meilleure pratique avec DynamoDB.
Pour préparer l’interaction du serveur MCP avec l’inventaire, assurons-nous d’exporter l’entité d’inventaire dans packages/game-api/src/index.ts :
export type { AppRouter } from './router.js';export { appRouter } from './router.js';export type { Context } from './init.js';export * from './client/index.js';export * from './schema/index.js';export * from './entities/index.js';Définition des procédures
Section intitulée « Définition des procédures »Pour implémenter les méthodes de l’API, effectuez les modifications suivantes dans packages/game-api/src/procedures :
import { createGameEntity } from '../entities/index.js';import { GameSchema, IGame, QueryInputSchema, createPaginatedQueryOutput,} from '../schema/index.js';import { publicProcedure } from '../init.js';
export const queryGames = publicProcedure .input(QueryInputSchema) .output(createPaginatedQueryOutput(GameSchema)) .query(async ({ input }) => { const gameEntity = await createGameEntity(); const result = await gameEntity.scan.go({ cursor: input.cursor, count: input.limit, });
return { items: result.data as IGame[], cursor: result.cursor, }; });
export const saveGame = publicProcedure .input(GameSchema.omit({ lastUpdated: true })) .output(GameSchema) .mutation(async ({ input }) => { const gameEntity = await createGameEntity();
const result = await gameEntity.put(input).go(); return result.data as IGame; });import { ItemSchema, QueryInputSchema, createPaginatedQueryOutput,} from '../schema/index.js';import { publicProcedure } from '../init.js';import { z } from 'zod';import { createInventoryEntity } from '../entities/index.js';
export const queryInventory = publicProcedure .input(QueryInputSchema.extend({ playerName: z.string() })) .output(createPaginatedQueryOutput(ItemSchema)) .query(async ({ input }) => { const inventoryEntity = await createInventoryEntity(); const result = await inventoryEntity.query .primary({ playerName: input.playerName }) .go({ cursor: input.cursor, count: input.limit });
return { items: result.data, cursor: result.cursor, }; });import { publicProcedure } from '../init.js';import { ActionSchema, IAction } from '../schema/index.js';import { z } from 'zod';import { S3Client, ListObjectsV2Command, GetObjectCommand,} from '@aws-sdk/client-s3';import { getAppConfig } from '@aws-lambda-powertools/parameters/appconfig';import { readFile, readdir } from 'node:fs/promises';import { join, resolve } from 'node:path';
const resolveSessionsBucket = async (): Promise<string> => { const buckets = await getAppConfig('buckets', { application: process.env.RUNTIME_CONFIG_APP_ID!, environment: 'default', transform: 'json', }); const bucket = (buckets as Record<string, any>).StorySessions?.bucketName; if (!bucket) throw new Error('StorySessions bucket not found in runtime config'); return bucket;};
const s3 = new S3Client();const LOCAL_SESSION_STORAGE_DIR = '/tmp/strands-sessions';
// Matches ``session_<sessionId>/agents/agent_<agentId>/messages/message_<idx>.json``// written by ``strands.session.S3SessionManager`` on the agent side. We only// ever care about the default agent id ``default`` that Strands uses when// none is set explicitly, so hard-code the path prefix the UI needs to list.const messagesPrefix = (sessionId: string) => `session_${sessionId}/agents/agent_default/messages/`;
const messageIndex = (pathOrKey: string): number => { const match = pathOrKey.match(/message_(\d+)\.json$/); return match ? Number(match[1]) : Number.MAX_SAFE_INTEGER;};
const toAction = (body: any): IAction | undefined => { const message = body.redact_message ?? body.message; const role = message?.role; if (role !== 'user' && role !== 'assistant') return undefined; const text = Array.isArray(message.content) ? message.content .filter((b: any) => typeof b?.text === 'string') .map((b: any) => b.text) .join('') : String(message.content ?? ''); if (!text) return undefined; return { role, content: text, messageId: body.message_id };};
const readLocalActions = async (sessionId: string): Promise<IAction[]> => { const baseDir = resolve(LOCAL_SESSION_STORAGE_DIR); const messagesDir = resolve(baseDir, messagesPrefix(sessionId)); if (!messagesDir.startsWith(`${baseDir}/`)) { throw new Error('Invalid session id'); }
let files: string[]; try { files = await readdir(messagesDir); } catch (error: any) { if (error?.code === 'ENOENT') return []; throw error; }
const actions: IAction[] = []; for (const file of files .filter((f) => f.endsWith('.json')) .sort((a, b) => messageIndex(a) - messageIndex(b))) { const body = JSON.parse(await readFile(join(messagesDir, file), 'utf8')); const action = toAction(body); if (action) actions.push(action); } return actions;};
const readS3Actions = async (sessionId: string): Promise<IAction[]> => { const bucket = await resolveSessionsBucket(); const list = await s3.send( new ListObjectsV2Command({ Bucket: bucket, Prefix: messagesPrefix(sessionId), }), ); const keys = (list.Contents ?? []) .map((o) => o.Key!) .filter((k) => k.endsWith('.json')) .sort((a, b) => messageIndex(a) - messageIndex(b));
const actions: IAction[] = []; for (const key of keys) { const obj = await s3.send( new GetObjectCommand({ Bucket: bucket, Key: key }), ); const body = JSON.parse(await obj.Body!.transformToString()); const action = toAction(body); if (action) actions.push(action); } return actions;};
export const queryActions = publicProcedure .input(z.object({ sessionId: z.string() })) .output(z.object({ items: z.array(ActionSchema) })) .query(async ({ input }) => { const actions = process.env.SERVE_LOCAL === 'true' ? await readLocalActions(input.sessionId) : await readS3Actions(input.sessionId); return { items: actions }; });Supprimez le fichier echo.ts (dans packages/game-api/src/procedures) car nous ne l’utiliserons pas dans ce projet.
Configuration du routeur
Section intitulée « Configuration du routeur »Après avoir défini nos procédures, pour les connecter à notre API, modifiez le fichier suivant :
import { t } from './init.js';import { queryActions } from './procedures/actions.js';import { queryGames, saveGame } from './procedures/games.js';import { queryInventory } from './procedures/inventory.js';
export const router = t.router;
export const appRouter = router({ actions: router({ query: queryActions, }), games: router({ query: queryGames, save: saveGame, }), inventory: router({ query: queryInventory, }),});
export type AppRouter = typeof appRouter;import { echo } from './procedures/echo.js';import { t } from './init.js';import { queryActions } from './procedures/actions.js';import { queryGames, saveGame } from './procedures/games.js';import { queryInventory } from './procedures/inventory.js';
export const router = t.router;
export const appRouter = router({ echo, actions: router({ query: queryActions, }), games: router({ query: queryGames, save: saveGame, }), inventory: router({ query: queryInventory, }),});
export type AppRouter = typeof appRouter;Tâche 2 : Créer un serveur MCP d’inventaire
Section intitulée « Tâche 2 : Créer un serveur MCP d’inventaire »Créons maintenant un serveur MCP permettant à notre agent de gérer l’inventaire des joueurs.
Nous définirons les outils suivants pour notre agent :
list-inventory-itemspour récupérer les objets actuels de l’inventaireadd-to-inventorypour ajouter des objets à l’inventaireremove-from-inventorypour retirer des objets de l’inventaire
Pour gagner du temps, nous définirons tous les outils inline :
import { McpServer } from '@modelcontextprotocol/sdk/server/mcp.js';import z from 'zod';import { createInventoryEntity } from ':dungeon-adventure/game-api';
/** * Create the MCP Server */export const createServer = async () => { const server = new McpServer({ name: 'inventory-mcp-server', version: '1.0.0', });
server.registerTool( 'list-inventory-items', { description: "List items in the player's inventory. Leave cursor blank unless you are requesting subsequent pages", inputSchema: { playerName: z.string(), cursor: z.string().optional(), }, }, async ({ playerName }) => { const inventory = await createInventoryEntity(); const results = await inventory.query .primary({ playerName, }) .go();
return { content: [{ type: 'text' as const, text: JSON.stringify(results) }], }; }, );
server.registerTool( 'add-to-inventory', { description: "Add an item to the player's inventory. Quantity defaults to 1 if omitted.", inputSchema: { playerName: z.string(), itemName: z.string(), emoji: z.string(), quantity: z.number().optional().default(1), }, }, async ({ playerName, itemName, emoji, quantity = 1 }) => { const inventory = await createInventoryEntity(); await inventory .put({ playerName, itemName, quantity, emoji, }) .go();
return { content: [ { type: 'text' as const, text: `Added ${itemName} (x${quantity}) to inventory`, }, ], }; }, );
server.registerTool( 'remove-from-inventory', { description: "Remove an item from the player's inventory. If quantity is omitted, all items are removed.", inputSchema: { playerName: z.string(), itemName: z.string(), quantity: z.number().optional(), }, }, async ({ playerName, itemName, quantity }) => { const inventory = await createInventoryEntity();
// If quantity is omitted, remove the entire item if (quantity === undefined) { try { await inventory.delete({ playerName, itemName }).go(); return { content: [ { type: 'text' as const, text: `${itemName} removed from inventory.` }, ], }; } catch { return { content: [ { type: 'text' as const, text: `${itemName} not found in inventory` }, ], }; } }
// If quantity is specified, fetch current quantity and update const item = await inventory.get({ playerName, itemName }).go();
if (!item.data) { return { content: [ { type: 'text' as const, text: `${itemName} not found in inventory` }, ], }; }
const newQuantity = item.data.quantity - quantity;
if (newQuantity <= 0) { await inventory.delete({ playerName, itemName }).go(); return { content: [ { type: 'text' as const, text: `${itemName} removed from inventory.` }, ], }; }
await inventory .put({ playerName, itemName, quantity: newQuantity, emoji: item.data.emoji, }) .go();
return { content: [ { type: 'text' as const, text: `Removed ${itemName} (x${quantity}) from inventory. ${newQuantity} remaining.`, }, ], }; }, );
return server;};import { McpServer } from '@modelcontextprotocol/sdk/server/mcp.js';import { registerDivideTool } from './tools/divide.js';import { registerSampleGuidanceResource } from './resources/sample-guidance.js';import z from 'zod';import { createInventoryEntity } from ':dungeon-adventure/game-api';
/** * Create the MCP Server */export const createServer = async () => { const server = new McpServer({ name: 'inventory-mcp-server', version: '1.0.0', });
registerDivideTool(server); registerSampleGuidanceResource(server); server.registerTool( 'list-inventory-items', { description: "List items in the player's inventory. Leave cursor blank unless you are requesting subsequent pages", inputSchema: { playerName: z.string(), cursor: z.string().optional(), }, }, async ({ playerName }) => { const inventory = await createInventoryEntity(); const results = await inventory.query .primary({ playerName, }) .go();
return { content: [{ type: 'text' as const, text: JSON.stringify(results) }], }; }, );
server.registerTool( 'add-to-inventory', { description: "Add an item to the player's inventory. Quantity defaults to 1 if omitted.", inputSchema: { playerName: z.string(), itemName: z.string(), emoji: z.string(), quantity: z.number().optional().default(1), }, }, async ({ playerName, itemName, emoji, quantity = 1 }) => { const inventory = await createInventoryEntity(); await inventory .put({ playerName, itemName, quantity, emoji, }) .go();
return { content: [ { type: 'text' as const, text: `Added ${itemName} (x${quantity}) to inventory`, }, ], }; }, );
server.registerTool( 'remove-from-inventory', { description: "Remove an item from the player's inventory. If quantity is omitted, all items are removed.", inputSchema: { playerName: z.string(), itemName: z.string(), quantity: z.number().optional(), }, }, async ({ playerName, itemName, quantity }) => { const inventory = await createInventoryEntity();
// If quantity is omitted, remove the entire item if (quantity === undefined) { try { await inventory.delete({ playerName, itemName }).go(); return { content: [ { type: 'text' as const, text: `${itemName} removed from inventory.` }, ], }; } catch { return { content: [ { type: 'text' as const, text: `${itemName} not found in inventory` }, ], }; } }
// If quantity is specified, fetch current quantity and update const item = await inventory.get({ playerName, itemName }).go();
if (!item.data) { return { content: [ { type: 'text' as const, text: `${itemName} not found in inventory` }, ], }; }
const newQuantity = item.data.quantity - quantity;
if (newQuantity <= 0) { await inventory.delete({ playerName, itemName }).go(); return { content: [ { type: 'text' as const, text: `${itemName} removed from inventory.` }, ], }; }
await inventory .put({ playerName, itemName, quantity: newQuantity, emoji: item.data.emoji, }) .go();
return { content: [ { type: 'text' as const, text: `Removed ${itemName} (x${quantity}) from inventory. ${newQuantity} remaining.`, }, ], }; }, );
return server;};Si le nombre d’outils augmente, vous pourrez les refactoriser dans des fichiers séparés si vous le souhaitez.
Supprimez les répertoires tools et resources dans packages/inventory/src/mcp-server car ils ne seront pas utilisés.
Tâche 3 : Mettre à jour l’infrastructure
Section intitulée « Tâche 3 : Mettre à jour l’infrastructure »La dernière étape consiste à mettre à jour notre infrastructure pour créer la table DynamoDB et accorder les permissions nécessaires à l’API de jeu.
Pour ce faire, modifiez packages/infra/src comme suit :
import { CfnOutput } from 'aws-cdk-lib';import { AttributeType, BillingMode, ProjectionType, Table, TableProps,} from 'aws-cdk-lib/aws-dynamodb';import { Construct } from 'constructs';import { suppressRules } from ':dungeon-adventure/common-constructs';
export type ElectrodbDynamoTableProps = Omit< TableProps, 'partitionKey' | 'sortKey' | 'billingMode'>;
export class ElectrodbDynamoTable extends Table { constructor(scope: Construct, id: string, props?: ElectrodbDynamoTableProps) { super(scope, id, { partitionKey: { name: 'pk', type: AttributeType.STRING, }, sortKey: { name: 'sk', type: AttributeType.STRING, }, billingMode: BillingMode.PAY_PER_REQUEST, ...props, });
this.addGlobalSecondaryIndex({ indexName: 'gsi1pk-gsi1sk-index', partitionKey: { name: 'gsi1pk', type: AttributeType.STRING, }, sortKey: { name: 'gsi1sk', type: AttributeType.STRING, }, projectionType: ProjectionType.ALL, });
// Suppress checkov rules that expect a KMS customer managed key and backup to be enabled suppressRules(this, ['CKV_AWS_119', 'CKV_AWS_28'], 'No need for custom encryption or backup');
new CfnOutput(this, 'TableName', { value: this.tableName }); }}import { GameApi, GameUI, InventoryMcpServer, RuntimeConfig, StoryAgent, UserIdentity, suppressRules,} from ':dungeon-adventure/common-constructs';import { Stack, StackProps, CfnOutput, RemovalPolicy } from 'aws-cdk-lib';import { BlockPublicAccess, Bucket, BucketEncryption,} from 'aws-cdk-lib/aws-s3';import { Construct } from 'constructs';import { ElectrodbDynamoTable } from '../constructs/electrodb-table.js';
export class ApplicationStack extends Stack { constructor(scope: Construct, id: string, props?: StackProps) { super(scope, id, props);
const rc = RuntimeConfig.ensure(this);
const userIdentity = new UserIdentity(this, 'UserIdentity');
const electroDbTable = new ElectrodbDynamoTable(this, 'ElectroDbTable');
// Register the table name in runtime config 'tables' namespace rc.set('tables', 'ElectroDbTable', { tableName: electroDbTable.tableName, });
// S3 bucket for Strands conversation history. The Story Agent writes each // turn via ``S3SessionManager``; the Game API reads them back for replay. const storySessions = new Bucket(this, 'StorySessions', { encryption: BucketEncryption.S3_MANAGED, blockPublicAccess: BlockPublicAccess.BLOCK_ALL, enforceSSL: true, removalPolicy: RemovalPolicy.DESTROY, autoDeleteObjects: true, }); suppressRules( storySessions, ['CKV_AWS_18', 'CKV_AWS_21'], 'Access logging and object versioning are unnecessary for ephemeral chat transcripts', ); rc.set('buckets', 'StorySessions', { bucketName: storySessions.bucketName, });
const gameApi = new GameApi(this, 'GameApi', { integrations: GameApi.defaultIntegrations(this).build(), });
electroDbTable.grantReadData(gameApi.integrations['games.query'].handler); electroDbTable.grantReadData( gameApi.integrations['inventory.query'].handler, ); electroDbTable.grantReadWriteData( gameApi.integrations['games.save'].handler, ); storySessions.grantRead(gameApi.integrations['actions.query'].handler);
const mcpServer = new InventoryMcpServer(this, 'InventoryMcpServer'); electroDbTable.grantReadWriteData(mcpServer.agentCoreRuntime);
// Use Cognito for user authentication with the agent const storyAgent = new StoryAgent(this, 'StoryAgent', { identity: userIdentity, }); storySessions.grantReadWrite(storyAgent);
new CfnOutput(this, 'StoryAgentArn', { value: storyAgent.agentCoreRuntime.agentRuntimeArn, }); new CfnOutput(this, 'InventoryMcpArn', { value: mcpServer.agentCoreRuntime.agentRuntimeArn, });
// Grant the agent permissions to invoke our mcp server mcpServer.grantInvokeAccess(storyAgent);
// Grant the authenticated role access to invoke the api gameApi.grantInvokeAccess(userIdentity.identityPool.authenticatedRole);
new GameUI(this, 'GameUI'); }}import { GameApi, GameUI, InventoryMcpServer, RuntimeConfig, StoryAgent, UserIdentity, suppressRules,} from ':dungeon-adventure/common-constructs';import { Stack, StackProps, CfnOutput } from 'aws-cdk-lib';import { Stack, StackProps, CfnOutput, RemovalPolicy } from 'aws-cdk-lib';import { BlockPublicAccess, Bucket, BucketEncryption,} from 'aws-cdk-lib/aws-s3';import { Construct } from 'constructs';import { ElectrodbDynamoTable } from '../constructs/electrodb-table.js';
export class ApplicationStack extends Stack { constructor(scope: Construct, id: string, props?: StackProps) { super(scope, id, props);
const rc = RuntimeConfig.ensure(this);
const userIdentity = new UserIdentity(this, 'UserIdentity');
const electroDbTable = new ElectrodbDynamoTable(this, 'ElectroDbTable');
// Register the table name in runtime config 'tables' namespace rc.set('tables', 'ElectroDbTable', { tableName: electroDbTable.tableName, });
// S3 bucket for Strands conversation history. The Story Agent writes each // turn via ``S3SessionManager``; the Game API reads them back for replay. const storySessions = new Bucket(this, 'StorySessions', { encryption: BucketEncryption.S3_MANAGED, blockPublicAccess: BlockPublicAccess.BLOCK_ALL, enforceSSL: true, removalPolicy: RemovalPolicy.DESTROY, autoDeleteObjects: true, }); suppressRules( storySessions, ['CKV_AWS_18', 'CKV_AWS_21'], 'Access logging and object versioning are unnecessary for ephemeral chat transcripts', ); rc.set('buckets', 'StorySessions', { bucketName: storySessions.bucketName, });
const gameApi = new GameApi(this, 'GameApi', { integrations: GameApi.defaultIntegrations(this).build(), });
electroDbTable.grantReadData(gameApi.integrations['games.query'].handler); electroDbTable.grantReadData( gameApi.integrations['inventory.query'].handler, ); electroDbTable.grantReadWriteData( gameApi.integrations['games.save'].handler, ); storySessions.grantRead(gameApi.integrations['actions.query'].handler);
const mcpServer = new InventoryMcpServer(this, 'InventoryMcpServer'); electroDbTable.grantReadWriteData(mcpServer.agentCoreRuntime);
// Use Cognito for user authentication with the agent const storyAgent = new StoryAgent(this, 'StoryAgent', { identity: userIdentity, }); storySessions.grantReadWrite(storyAgent);
new CfnOutput(this, 'StoryAgentArn', { value: storyAgent.agentCoreRuntime.agentRuntimeArn, }); new CfnOutput(this, 'InventoryMcpArn', { value: mcpServer.agentCoreRuntime.agentRuntimeArn, });
// Grant the agent permissions to invoke our mcp server mcpServer.grantInvokeAccess(storyAgent);
// Grant the authenticated role access to invoke the api gameApi.grantInvokeAccess(userIdentity.identityPool.authenticatedRole);
new GameUI(this, 'GameUI'); }}Tâche 4 : Déploiement et tests
Section intitulée « Tâche 4 : Déploiement et tests »Tout d’abord, corrigez les problèmes de lint :
pnpm lintyarn lintnpm run lintbun lintPuis compilez le codebase :
pnpm buildyarn buildnpm run buildbun buildDéployer votre application
Section intitulée « Déployer votre application »Pour déployer votre application, exécutez la commande suivante :
pnpm nx deploy infra "dungeon-adventure-infra-sandbox/*"yarn nx deploy infra "dungeon-adventure-infra-sandbox/*"npx nx deploy infra "dungeon-adventure-infra-sandbox/*"bunx nx deploy infra "dungeon-adventure-infra-sandbox/*"Le premier déploiement prendra environ 8 minutes. Les déploiements suivants prendront environ 2 minutes.
Une fois le déploiement terminé, vous verrez des sorties similaires à ceci (certaines valeurs ont été masquées) :
dungeon-adventure-infra-sandbox-Applicationdungeon-adventure-infra-sandbox-Application: deploying... [2/2]
✅ dungeon-adventure-infra-sandbox-Application
✨ Deployment time: 354s
Outputs:dungeon-adventure-infra-sandbox-Application.ElectroDbTableTableNameXXX = dungeon-adventure-infra-sandbox-Application-ElectroDbTableXXX-YYYdungeon-adventure-infra-sandbox-Application.GameApiEndpointXXX = https://xxx.execute-api.region.amazonaws.com/prod/dungeon-adventure-infra-sandbox-Application.GameUIDistributionDomainNameXXX = xxx.cloudfront.netdungeon-adventure-infra-sandbox-Application.InventoryMcpArn = arn:aws:bedrock-agentcore:region:xxxxxxx:runtime/dungeonadventureventoryMcpServerXXXX-YYYYdungeon-adventure-infra-sandbox-Application.RuntimeConfigApplicationId = xxxxdungeon-adventure-infra-sandbox-Application.StoryAgentArn = arn:aws:bedrock-agentcore:region:xxxxxxx:runtime/dungeonadventurecationStoryAgentXXXX-YYYYdungeon-adventure-infra-sandbox-Application.UserIdentityUserIdentityIdentityPoolIdXXX = region:xxxdungeon-adventure-infra-sandbox-Application.UserIdentityUserIdentityUserPoolClientIdXXX = xxxxxxxxxxdungeon-adventure-infra-sandbox-Application.UserIdentityUserIdentityUserPoolIdXXX = region_xxxTester l’API
Section intitulée « Tester l’API »Vous pouvez tester l’API via :
- Le démarrage d’une instance locale du backend tRPC et l’invocation des API avec
curl. - Appeler l'API déployée avec curl sigv4
curl avec Sigv4
Vous pouvez soit ajouter le script suivant à votre fichier
.bashrc(et lesource), soit coller ce qui suit dans le même terminal dans lequel vous souhaitez exécuter la commande.~/.bashrc acurl () {REGION=$1SERVICE=$2shift; shift;curl --aws-sigv4 "aws:amz:$REGION:$SERVICE" --user "$(aws configure get aws_access_key_id):$(aws configure get aws_secret_access_key)" -H "X-Amz-Security-Token: $(aws configure get aws_session_token)" "$@"}Pour effectuer une requête curl authentifiée
sigv4, invoquezacurlcomme suit :Fenêtre de terminal acurl <region> <service> <other-curl-arguments>Par exemple :
API Gateway
Section intitulée « API Gateway »Fenêtre de terminal acurl ap-southeast-2 execute-api -X GET https://xxxURL de fonction Lambda en streaming
Section intitulée « URL de fonction Lambda en streaming »Fenêtre de terminal acurl ap-southeast-2 lambda -N -X POST https://xxxVous pouvez soit ajouter la fonction suivante à votre profil PowerShell, soit coller ce qui suit dans la même session PowerShell dans laquelle vous souhaitez exécuter la commande.
Fenêtre de terminal # PowerShell profile or current sessionfunction acurl {param([Parameter(Mandatory=$true)][string]$Region,[Parameter(Mandatory=$true)][string]$Service,[Parameter(ValueFromRemainingArguments=$true)][string[]]$CurlArgs)$AccessKey = aws configure get aws_access_key_id$SecretKey = aws configure get aws_secret_access_key$SessionToken = aws configure get aws_session_token& curl --aws-sigv4 "aws:amz:$Region`:$Service" --user "$AccessKey`:$SecretKey" -H "X-Amz-Security-Token: $SessionToken" @CurlArgs}Pour effectuer une requête curl authentifiée
sigv4, invoquezacurlen utilisant ces exemples :API Gateway
Section intitulée « API Gateway »Fenêtre de terminal acurl ap-southeast-2 execute-api -X GET https://xxxURL de fonction Lambda en streaming
Section intitulée « URL de fonction Lambda en streaming »Fenêtre de terminal acurl ap-southeast-2 lambda -N -X POST https://xxx
Pour démarrer votre serveur game-api local, exécutez la commande suivante :
RUNTIME_CONFIG_APP_ID=xxxx pnpm nx serve game-apiRUNTIME_CONFIG_APP_ID=xxxx yarn nx serve game-apiRUNTIME_CONFIG_APP_ID=xxxx npx nx serve game-apiRUNTIME_CONFIG_APP_ID=xxxx bunx nx serve game-apiUne fois votre serveur démarré, vous pouvez l’appeler en exécutant la commande suivante :
curl -X GET 'http://localhost:2022/games.query?input=%7B%7D'acurl ap-southeast-2 execute-api -X GET 'https://xxx.execute-api.ap-southeast-2.amazonaws.com/prod/games.query?input=%7B%7D'Si la commande s’exécute avec succès, vous verrez une réponse comme suit :
{"result":{"data":{"items":[],"cursor":null}}}Félicitations, vous avez construit et déployé votre première API avec tRPC ! 🎉🎉🎉