void Reset()
    {
        hasReceivedMode    = false;
        hasReceivedTrace   = false;
        hasReceivedTags    = false;
        hasReceivedObjects = false;
        sentTraceToDB      = false;

        // Request information from the server to get started.
        // XXX(kasiu) REMOVE THE ELSE WHEN WE DEPLOY PLEASE.
        if (Network.isClient)
        {
            DebugConsole.Log("We're prodding the server for info.");
            NetworkClient.Instance.SendServerMess(NetworkClient.MessType_ToServer.SNGRequestNewGame, "");
            NetworkClient.Instance.SendServerMess(NetworkClient.MessType_ToServer.SNGRequestTrace, "");
        }
        else
        {
            // Load a proxy so we can debug things in the editor.
            Debug.Log("We're loading a proxy game because we're probably in the editor.");
            SetMode(ProxyGameGenerator.SelectRandomScoringMode());
            SetObjectList(ProxyGameGenerator.SelectRandomObjectSet(7));
            SetTagList(ProxyGameGenerator.SelectRandomTagSet(mode));
            SetPartnerTrace(ProxyGameGenerator.SelectRandomPartnerTrace(objectList, tagList, 0.0f, GameState.Singleton.MaxTime, GameState.Singleton.ScoringMode));
        }
    }
    public void Reset()
    {
        hasReceivedMode    = false;
        hasReceivedTrace   = false;
        hasReceivedTags    = false;
        hasReceivedObjects = false;

        // Request information from the server to get started.
        // XXX(kasiu) REMOVE THE ELSE WHEN WE DEPLOY PLEASE.
        if (Network.isClient)
        {
            DebugConsole.Log("We're prodding the server for info.");
            NetworkClient.Instance.SendServerMess(NetworkClient.MessType_ToServer.SNGRequestGameMode, "");
        }
        else
        {
            // Load a proxy so we can debug things in the editor.
            Debug.Log("We're loading a proxy game because we're probably in the editor.");
            SetMode(ProxyGameGenerator.SelectRandomScoringMode());
        }
        SetObjectList();
        // HACK (kasiu): Need this for InfoGUI to label early.
        GameState.Singleton.labelTags = new List <string>();
        GameState.Singleton.labelTags.Add("Hardware Store");
    }