if (game.getPhase() != Game.PHASE_MOVEMENT) {
if (game.getPhase() != IGame.PHASE_MOVEMENT) {
    private void receiveMovement(Packet packet, int connId) {        Entity entity = game.getEntity(packet.getIntValue(0));        MovePath md = (MovePath)packet.getObject(1);        // is this the right phase?        if (game.getPhase() != Game.PHASE_MOVEMENT) {            System.err.println("error: server got movement packet in wrong phase");            return;        }        // can this player/entity act right now?        if (!game.getTurn().isValid(connId, entity, game)) {            System.err.println("error: server got invalid movement packet");            return;        }        // looks like mostly everything's okay        processMovement(entity, md);        // Notify the clients about any building updates.        applyAffectedBldgs();        // Update visibility indications if using double blind.        if (doBlind()) {            updateVisibilityIndicator();        }        // This entity's turn is over.        // N.B. if the entity fell, a *new* turn has already been added.        endCurrentTurn(entity);    }