实现游戏API和库存MCP服务器
任务 1:实现游戏 API
Section titled “任务 1:实现游戏 API”我们将在本节中实现以下 API:
saveGame- 创建或更新游戏。queryGames- 返回分页的历史游戏列表。queryInventory- 返回分页的玩家库存物品列表。queryActions- 返回给定游戏的对话历史。
API 模式定义
Section titled “API 模式定义”使用 Zod 在 packages/game-api/src/schema/index.ts 文件中定义 API 输入输出模式:
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(), });};删除 packages/game-api/src/schema/echo.ts 文件,因为本项目不会使用它。
这是应用的实体关系图。
ts#dynamodb 生成器设置了 ElectroDB,我们将使用它来建模数据。我们将对话历史持久化到 S3,因此添加 S3 客户端依赖:
pnpm add -w @aws-sdk/client-s3@3.1085.0yarn add @aws-sdk/client-s3@3.1085.0npm install --legacy-peer-deps @aws-sdk/client-s3@3.1085.0bun install @aws-sdk/client-s3@3.1085.0用我们的 Game 和 Inventory 实体替换 packages/dungeon-db/src/entities/index.ts 中生成的示例实体,并删除 packages/dungeon-db/src/entities/example.ts:
import { Entity } from 'electrodb';import { getDynamoDBClient, resolveTableName } from '../client.js';
export const createGameEntity = async () => 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: getDynamoDBClient(), table: await resolveTableName() }, );
export const createInventoryEntity = async () => 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: getDynamoDBClient(), table: await resolveTableName() }, );ElectroDB 不仅可以定义类型,还能为时间戳等字段提供默认值。此外,ElectroDB 遵循 DynamoDB 最佳实践的单表设计。
定义操作流程
Section titled “定义操作流程”要实现 API 方法,在 packages/game-api/src/procedures 目录下进行以下修改:
import { createGameEntity } from ':dungeon-adventure/dungeon-db';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 ':dungeon-adventure/dungeon-db';
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.LOCAL_DEV === 'true' ? await readLocalActions(input.sessionId) : await readS3Actions(input.sessionId); return { items: actions }; });删除 packages/game-api/src/procedures 中的 echo.ts 文件,因为本项目不会使用。
完成操作流程定义后,要将其接入 API,更新以下文件:
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;任务 2:创建库存 MCP 服务
Section titled “任务 2:创建库存 MCP 服务”现在创建 MCP 服务,使智能体能管理玩家库存物品。
我们将为智能体定义以下工具:
list-inventory-items获取玩家当前库存物品add-to-inventory向库存添加物品remove-from-inventory从库存移除物品
为节省时间,我们将内联定义所有工具:
import { McpServer } from '@modelcontextprotocol/sdk/server/mcp.js';import z from 'zod';import { createInventoryEntity } from ':dungeon-adventure/dungeon-db';
/** * 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/dungeon-db';
/** * 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;};随着工具数量增加,可以按需将其重构到独立文件中。
删除 packages/inventory/src/mcp-server 中的 tools 和 resources 目录,因为这些不会被使用。
任务 3:更新基础设施
Section titled “任务 3:更新基础设施”ts#dynamodb 生成器生成的 DungeonDb 构造已经配置了我们的表,因此我们只需要在堆栈中实例化它并授予游戏 API 和库存 MCP 服务器所需的权限。按以下方式更新 packages/infra/src/stacks/application-stack.ts:
import { DungeonDb, 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';
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');
// Sandbox-friendly: allow the table to be deleted with the stack. const dungeonDb = new DungeonDb(this, 'DungeonDb', { deletionProtection: false, removalPolicy: RemovalPolicy.DESTROY, });
// 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(), });
dungeonDb.grantReadData(gameApi.integrations['games.query'].handler); dungeonDb.grantReadData(gameApi.integrations['inventory.query'].handler); dungeonDb.grantReadWriteData(gameApi.integrations['games.save'].handler); storySessions.grantRead(gameApi.integrations['actions.query'].handler);
const mcpServer = new InventoryMcpServer(this, 'InventoryMcpServer'); dungeonDb.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 { DungeonDb, 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';
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');
// Sandbox-friendly: allow the table to be deleted with the stack. const dungeonDb = new DungeonDb(this, 'DungeonDb', { deletionProtection: false, removalPolicy: RemovalPolicy.DESTROY, });
// 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(), });
dungeonDb.grantReadData(gameApi.integrations['games.query'].handler); dungeonDb.grantReadData(gameApi.integrations['inventory.query'].handler); dungeonDb.grantReadWriteData(gameApi.integrations['games.save'].handler); storySessions.grantRead(gameApi.integrations['actions.query'].handler);
const mcpServer = new InventoryMcpServer(this, 'InventoryMcpServer'); dungeonDb.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'); }}任务 4:本地测试游戏 API
Section titled “任务 4:本地测试游戏 API”无需部署到 AWS 即可试用我们的 API——dev 目标针对 DynamoDB Local 运行游戏 API。因为我们在模块 1 中将游戏 API 连接到了 DungeonDb 项目,此目标也会自动启动 DynamoDB Local。
首先修复 lint 问题:
pnpm lintyarn lintnpm run lintbun lint然后构建代码库:
pnpm buildyarn buildnpm run buildbun build启动本地服务器
Section titled “启动本地服务器”使用 dev 目标在本地启动游戏 API,这也会启动 DynamoDB Local:
pnpm nx dev game-apiyarn nx dev game-apinpx nx dev game-apibunx nx dev game-api测试 API
Section titled “测试 API”服务器启动并运行后,查询(空的)游戏列表:
curl -X GET 'http://localhost:2022/games.query?input=%7B%7D'您将看到一个空列表:
{"result":{"data":{"items":[],"cursor":null}}}现在保存一个游戏:
curl -X POST 'http://localhost:2022/games.save' \ -H 'Content-Type: application/json' \ -d '{"playerName":"Alice","genre":"zombie"}'保存操作返回持久化的游戏(带有实体为您设置的 lastUpdated 时间戳):
{"result":{"data":{"playerName":"Alice","genre":"zombie","lastUpdated":"..."}}}再次查询以确认它已持久化到 DynamoDB Local:
curl -X GET 'http://localhost:2022/games.query?input=%7B%7D'此响应现在包含已保存的游戏:
{"result":{"data":{"items":[{"playerName":"Alice","genre":"zombie","lastUpdated":"..."}],"cursor":null}}}完成后可以停止本地服务器(Ctrl+C)。
任务 5:本地测试库存 MCP 服务器
Section titled “任务 5:本地测试库存 MCP 服务器”我们可以使用生成的 mcp-server-inspect 目标通过 MCP Inspector 试用 MCP 服务器的工具:
pnpm nx mcp-server-inspect inventoryyarn nx mcp-server-inspect inventorynpx nx mcp-server-inspect inventorybunx nx mcp-server-inspect inventory这会在本地提供 MCP 服务器(同时启动 DynamoDB Local),并在 http://localhost:6274 启动预配置好的 MCP Inspector。点击 Connect,切换到 Tools 选项卡,点击 List Tools,然后尝试 add-to-inventory(例如 playerName: Alice、itemName: Rusty Sword、emoji: ⚔️),然后使用 list-inventory-items 查看它已持久化到 DynamoDB Local。完成后停止服务器(Ctrl+C)。
恭喜,您已成功针对本地 DynamoDB 表构建并测试了第一个 tRPC API 和 MCP 服务器!🎉🎉🎉🎉🎉