mp_setup_enet_peer
Generate a GDScript helper that sets up an ENetMultiplayerPeer (host_game / join_game / close) and assigns multiplayer.multiplayer_peer. Godot's default, always-available transport. DESTRUCTIVE (writes a .gd file) — gated by confirmation. No service is started; you call host_game()/join_game() at...
This record as markdown: /tools/breakpoint-mcp/mp-setup-enet-peer.md
What mp_setup_enet_peer does on Breakpoint
AI agents use mp_setup_enet_peer to create or update resources in Breakpoint, usually the action step of a workflow, after the agent has gathered context. Every call changes real data in your Breakpoint environment.
| Parameter | Type | Required | Description |
|---|---|---|---|
port | integer | — | Default port baked into the script (default 24565) |
confirm | boolean | — | Skip the confirmation prompt (auto-approve) |
to_path | string | Yes | Destination res:// .gd path, e.g. res://net/enet_peer.gd |
overwrite | boolean | — | Overwrite if the file already exists (default false) |
class_name | string | — | Optional class_name for the generated script |
max_clients | integer | — | Server max clients (default 32) |
Parameters from the server's own tool schema.
Why mp_setup_enet_peer is rated Medium
An AI agent can call mp_setup_enet_peer faster than any human can review: one bad instruction and it creates or modifies resources in Breakpoint by the hundred, each call as confident as the last.
Attacks that exploit this kind of access
The rule that runs mp_setup_enet_peer safely
PolicyLayer is an MCP gateway: it sits between your AI agents and Breakpoint, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For mp_setup_enet_peer, this is the rule to start with:
mp_setup_enet_peer stays usable, but capped: an agent stuck in a loop can't make hundreds of changes a minute. Everything else on the server is denied unless you say otherwise.
The button opens the PolicyLayer dashboard: create your workspace, connect Breakpoint, apply this rule, and every mp_setup_enet_peer call is checked against it from then on.
Questions about mp_setup_enet_peer
Generate a GDScript helper that sets up an ENetMultiplayerPeer (host_game / join_game / close) and assigns multiplayer.multiplayer_peer. Godot's default, always-available transport. DESTRUCTIVE (writes a .gd file) — gated by confirmation. No service is started; you call host_game()/join_game() at runtime. It is categorised as a Write tool in the Breakpoint MCP Server, which means it can create or modify data. Consider rate limits to prevent runaway writes.
mp_setup_enet_peer accepts 6 parameters: port, confirm, to_path, overwrite, class_name, max_clients. Required: to_path. The full parameter table on this page comes from the server's own tool schema.
Register the Breakpoint MCP server in PolicyLayer and add a rule for mp_setup_enet_peer: allow, deny, rate-limit, or require approval. Point your MCP client at the PolicyLayer proxy URL and the rule is enforced on every call, before it reaches Breakpoint. Nothing to install.
mp_setup_enet_peer is a Write tool with medium risk. Write tools should be rate-limited to prevent accidental bulk modifications.
Yes. Add a rate_limit block to the mp_setup_enet_peer rule in your PolicyLayer policy. For example, setting max: 10 and window: 60 limits the tool to 10 calls per minute. Rate limits are tracked per agent session and reset automatically.
Set action: deny in the PolicyLayer policy for mp_setup_enet_peer. The AI agent will receive a policy violation error and cannot call the tool. You can also include a reason field to explain why the tool is blocked.
mp_setup_enet_peer is provided by the Breakpoint MCP server (breakpoint-mcp). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
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