/// <summary>
        /// Server side initialization.
        /// </summary>
        private void InitServer()
        {
            //Debug = true;
            _isInitialized = true; // Set this first to block any other calls from UpdateBeforeSimulation().
            Logger.Init();
            MyAPIGateway.Multiplayer.RegisterMessageHandler(ConnectionHelper.StandardServerId, MessageHandler_Server);
            Logger.Debug("Registered ProcessMessage_Server");

            ServerCfg = new ServerConfig(GetAllChatCommands());
        }
        /// <summary>
        /// Server side initialization.
        /// </summary>
        private void InitServer()
        {
            //Debug = true;
            _isInitialized = true; // Set this first to block any other calls from UpdateBeforeSimulation().
            Logger.Init();
            Logger.Debug("Server Logger started");

            // TODO: restructure the ChatCommandLogic to encapsulate ChatCommandService on the server side.
            // Required to check security for user calls on the Server side, and call the UpdateBeforeSimulation...() methods for each command.
            if (!_commandsRegistered)
            {
                foreach (ChatCommand command in GetAllChatCommands())
                    ChatCommandService.Register(command);
                _commandsRegistered = true;

                ChatCommandService.Init();
            }

            AdminNotificator.Init();
            ProtectionHandler.Init();
            MyAPIGateway.Multiplayer.RegisterMessageHandler(ConnectionHelper.ConnectionId, MessageHandler);
            Logger.Debug("Registered ProcessMessage");

            ConnectionHelper.Server_MessageCache.Clear();

            ServerCfg = new ServerConfig(GetAllChatCommands());
        }