send(connId, createFilteredEntitiesPacket(getPlayer(connId)));
send(connId, createFilteredEntitiesPacket(player));
    private void sendCurrentInfo(int connId) {        transmitAllPlayerConnects(connId);        send(connId, createGameSettingsPacket());        Player player = game.getPlayer(connId);        send(connId, new Packet(Packet.COMMAND_SENDING_MINEFIELDS, player.getMinefields()));        switch (game.getPhase()) {            case Game.PHASE_LOUNGE :                send(connId, createMapSettingsPacket());                // Send Entities *after* the Lounge Phase Change                send(connId, new Packet(Packet.COMMAND_PHASE_CHANGE,                                        new Integer(game.getPhase())));                if (doBlind()) {                    send(connId,                         createFilteredEntitiesPacket(getPlayer(connId)));                }                else {                    send(connId, createEntitiesPacket());                }                break;            case Game.PHASE_INITIATIVE :            case Game.PHASE_MOVEMENT_REPORT :            case Game.PHASE_FIRING_REPORT :            case Game.PHASE_END :            case Game.PHASE_VICTORY :                send(connId, createReportPacket());            default :                // Send Entites *before* other phase changes.                send(connId, createGameSettingsPacket());                if (doBlind()) {                    send(connId,                         createFilteredEntitiesPacket(getPlayer(connId)));                }                else {                    send(connId, createEntitiesPacket());                }                getPlayer(connId).setDone                    (game.getEntitiesOwnedBy(getPlayer(connId)) <= 0);                send(connId, createBoardPacket());                send(connId, new Packet(Packet.COMMAND_PHASE_CHANGE,                                        new Integer(game.getPhase())));                break;        }        if (game.getPhase() == Game.PHASE_FIRING ||            game.getPhase() == Game.PHASE_PHYSICAL) {            // can't go above, need board to have been sent            send(createAttackPacket(game.getActionsVector(), false));            send(createAttackPacket(game.getChargesVector(), true));        }        if (game.phaseHasTurns(game.getPhase())) {            send(connId, createTurnVectorPacket());            send(connId, createTurnIndexPacket());        }    }