get_multiplayer
GET ONLY the 'Multiplayer' field of TitlePublicConfigurationModel. Realtime multiplayer (WebRTC peer-to-peer) - the engine is only the signaling server: it creates rooms, relays WebRTC offer/answer/ICE between room members and optionally relays lobby chat; game traffic then flows directly between...
This record as markdown: /tools/com-idosgames-platform/get-multiplayer.md
What get_multiplayer does on iDos Games
AI agents call get_multiplayer to retrieve information from iDos Games without modifying anything. It is typically the context-gathering step in research, monitoring, and reporting workflows, before the agent takes action elsewhere.
| Parameter | Type | Required | Description |
|---|---|---|---|
title_id | string | Yes | TitleID, для которого читаются данные. |
Parameters from the server's own tool schema.
Why get_multiplayer is rated Low
Even though get_multiplayer only reads data, uncontrolled read access leaks sensitive information and racks up API costs: an agent caught in a retry loop can make thousands of calls a minute without anyone noticing.
Risk signalsBulk/mass operation — affects multiple targets
Attacks that exploit this kind of access
The rule that runs get_multiplayer safely
PolicyLayer is an MCP gateway: it sits between your AI agents and iDos Games, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For get_multiplayer, this is the rule to start with:
get_multiplayer is read-only, so it stays allowed. Everything else on the server is denied unless you say otherwise.
The button opens the PolicyLayer dashboard: create your workspace, connect iDos Games, apply this rule, and every get_multiplayer call is checked against it from then on.
Questions about get_multiplayer
GET ONLY the 'Multiplayer' field of TitlePublicConfigurationModel. Realtime multiplayer (WebRTC peer-to-peer) - the engine is only the signaling server: it creates rooms, relays WebRTC offer/answer/ICE between room members and optionally relays lobby chat; game traffic then flows directly between players' browsers and never touches the server. The section is ABSENT by default, which means multiplayer is DISABLED: add it (SystemState.Enabled = true) to turn the Multiplayer module on. DefaultTopology: Mesh (everyone connects to everyone, 2-4 players) or Host (star: every player connects to the host, which runs the authoritative game simulation - required by host-authoritative games such as VoxelCraft). MaxPlayersPerRoom is a hard cap (default 8). MemberTimeoutMs is also how long a silent host keeps the host role before another member may take it over. IceServers are PUBLIC: list only STUN servers there; short-lived TURN credentials are issued by the engine to room members on create/join. It is categorised as a Read tool in the iDos Games MCP Server, which means it retrieves data without modifying state.
get_multiplayer accepts 1 parameter: title_id. Required: title_id. The full parameter table on this page comes from the server's own tool schema.
Register the iDos Games MCP server in PolicyLayer and add a rule for get_multiplayer: 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 iDos Games. Nothing to install.
get_multiplayer is a Read tool with low risk. Read-only tools are generally safe to allow by default.
Yes. Add a rate_limit block to the get_multiplayer 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 get_multiplayer. 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.
get_multiplayer is provided by the iDos Games MCP server (https://site.idosgames.com/api/v2/mcp). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
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