Source:
<code>public void init(GameEngine gameEngine) { context = gameEngine.createChildContext(); CoreRegistry.setContext(context); EntitySystemSetupUtil.addEntityManagementRelatedClasses(context); entityManager = context.get(EngineEntityManager.class); eventSystem = context.get(EventSystem.class); context.put(Console.class, new ConsoleImpl(context)); NUIManager nuiManager = new NUIManagerInternal(context.get(CanvasRenderer.class), context); context.put(NUIManager.class, nuiManager); componentSystemManager = new ComponentSystemManager(context); context.put(ComponentSystemManager.class, componentSystemManager); componentSystemManager.register(new ConsoleSystem(), "engine:ConsoleSystem"); componentSystemManager.register(new CoreCommands(), "engine:CoreCommands"); componentSystemManager.register(context.get(InputSystem.class), "engine:InputSystem"); EntityRef localPlayerEntity = entityManager.create(new ClientComponent()); LocalPlayer localPlayer = new LocalPlayer(); context.put(LocalPlayer.class, localPlayer); localPlayer.setClientEntity(localPlayerEntity); componentSystemManager.initialise(); GameManifest gameManifest = null; List<GameInfo> savedGames = GameProvider.getSavedGames(); if (savedGames.size() > 0) { gameManifest = savedGames.get(0).getManifest(); } else { gameManifest = createGameManifest(); } gameEngine.changeState(new StateLoading(gameManifest, NetworkMode.LISTEN_SERVER)); <START> ServerConnectListManager.getInstance().loadLists(); <END> }</code><technical_language>For Terasology, context, a singleton pattern, store controllers ServerConnectListManager. this easier write tests, easier change out alternate implementations. a quick guess, instantiate ServerConnectListManager Network subsystem step, a place. I looked sense, a Network subsystem, need for a ServerConnectListManager</technical_language>

Target:
public void init(GameEngine gameEngine) { context = gameEngine.createChildContext(); CoreRegistry.setContext(context); EntitySystemSetupUtil.addEntityManagementRelatedClasses(context); entityManager = context.get(EngineEntityManager.class); eventSystem = context.get(EventSystem.class); context.put(Console.class, new ConsoleImpl(context)); NUIManager nuiManager = new NUIManagerInternal(context.get(CanvasRenderer.class), context); context.put(NUIManager.class, nuiManager); componentSystemManager = new ComponentSystemManager(context); context.put(ComponentSystemManager.class, componentSystemManager); componentSystemManager.register(new ConsoleSystem(), "engine:ConsoleSystem"); componentSystemManager.register(new CoreCommands(), "engine:CoreCommands"); componentSystemManager.register(context.get(InputSystem.class), "engine:InputSystem"); EntityRef localPlayerEntity = entityManager.create(new ClientComponent()); LocalPlayer localPlayer = new LocalPlayer(); context.put(LocalPlayer.class, localPlayer); localPlayer.setClientEntity(localPlayerEntity); componentSystemManager.initialise(); GameManifest gameManifest = null; List<GameInfo> savedGames = GameProvider.getSavedGames(); if (savedGames.size() > 0) { gameManifest = savedGames.get(0).getManifest(); } else { gameManifest = createGameManifest(); } gameEngine.changeState(new StateLoading(gameManifest, NetworkMode.LISTEN_SERVER)); }