send(connId, createArtilleryPacket(player));
    private void sendCurrentInfo(int connId) {        //why are these two outside the player != null check below?        transmitAllPlayerConnects(connId);        send(connId, createGameSettingsPacket());        Player player = game.getPlayer(connId);        if ( null != player ) {            send(connId, new Packet(Packet.COMMAND_SENDING_MINEFIELDS,                                    player.getMinefields()));            switch (game.getPhase()) {            case IGame.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, createFilteredFullEntitiesPacket(player));                }                else {                    send(connId, createFullEntitiesPacket());                }                break;            default :                send(connId, createReportPacket());                // Send Entites *before* other phase changes.                if (doBlind()) {                    send(connId, createFilteredFullEntitiesPacket(player));                }                else {                    send(connId, createFullEntitiesPacket());                }                player.setDone( game.getEntitiesOwnedBy(player) <= 0 );                send(connId, createBoardPacket());                send(connId, new Packet(Packet.COMMAND_PHASE_CHANGE,                                        new Integer(game.getPhase())));                break;            }            if (game.getPhase() == IGame.PHASE_FIRING ||                game.getPhase() == IGame.PHASE_TARGETING ||                game.getPhase() == IGame.PHASE_OFFBOARD ||                game.getPhase() == IGame.PHASE_PHYSICAL) {                // can't go above, need board to have been sent                send(connId,createAttackPacket(game.getActionsVector(),false));                send(connId,createAttackPacket(game.getChargesVector(),true));            }            if (game.phaseHasTurns(game.getPhase())) {                send(connId, createTurnVectorPacket());                send(connId, createTurnIndexPacket());            }        } // Found the player.    }