game.insertTurn(newTurn);
game.insertNextTurn(newTurn);
    private void endCurrentTurn(Entity entityUsed) {        // enforce "inf_move_multi" option        boolean turnsChanged = false;        if (game.getOptions().booleanOption("inf_move_multi")        && entityUsed instanceof Infantry        && !(game.getTurn() instanceof GameTurn.OnlyInfantryTurn)) {            int playerId = game.getTurn().getPlayerNum();            int remaining = game.infantryLeft(playerId);            int moreInfTurns = Math.min(Game.INF_MOVE_MULTI - 1, remaining);             for (int i = 0; i < moreInfTurns; i++) {                GameTurn newTurn = new GameTurn.OnlyInfantryTurn(playerId);                game.insertTurn(newTurn);                turnsChanged = true;            }        }        // brief everybody on the turn update, if they changed        if (turnsChanged) {            send(createTurnVectorPacket());        }                // move along        changeToNextTurn();    }