= jME3 Headless Server :revnumber: 2.0 :revdate: 2020/07/24 :keywords: server, spidermonkey, headless, network, documentation When adding multiplayer to your game, you may find that your server needs to know about game state (e.g. where are players, objects? Was that a direct hit? etc.) You can code all this up yourself, but there's an easier way. It's very easy to change your current (client) game to function as a server as well. == What Does Headless Mean? A headless server… * does not display any output – no window opens, no audio plays, no graphics are rendered. * ignores all input – no input handling. * keeps game state – you can attach to, transform, and save the rootNode, although the scene is not displayed. * calls the `simpleUpdate()` loop – you can run tests and trigger events as usual. == Client Code First, let's take a look at the default way of creating a new game (in its simplest form): [source,java] ---- public static void main(String[] args) { Application app = new Main(); app.start(); } ---- == Headless Server Code Now, with a simple change you can start your game in Headless mode. This means that all input and audio/visual output will be ignored. That's a good thing for a server. [source,java] ---- import com.jme3.system.JmeContext; import com.jme3.system.JmeContext.Type; public static void main(String[] args) { Application app = new Main(); app.start(JmeContext.Type.Headless); } ---- == Next steps Okay, so you can now start your game in a headless "`server mode`", where to go from here? * Parse `String[] args` from the `main`-method to enable server mode on demand (e.g. start your server like `java -jar mygame.jar –server`. * Integrate xref:networking.adoc[SpiderMonkey], to provide game updates to the server over a network. * Only execute code that's needed. (E.g. place all rendering code inside an `if (servermode)`-block) (or `if (!servermode)` for the client). * Add decent xref:tutorials:how-to/java/logging.adoc[logging] so your server actually makes sense.