case Game.PHASE_INITIATIVE : case Game.PHASE_MOVEMENT_REPORT : case Game.PHASE_OFFBOARD_REPORT: case Game.PHASE_FIRING_REPORT : case Game.PHASE_END : case Game.PHASE_VICTORY :
default :
    private void sendCurrentInfo(int connId) {        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 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, createFilteredFullEntitiesPacket(player));                }                else {                    send(connId, createFullEntitiesPacket());                }                break;            case Game.PHASE_INITIATIVE :            case Game.PHASE_MOVEMENT_REPORT :            case Game.PHASE_OFFBOARD_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, 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() == Game.PHASE_FIRING ||                game.getPhase() == Game.PHASE_TARGETING ||                game.getPhase() == Game.PHASE_OFFBOARD ||                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());            }        } // Found the player.    }