When a player connects to a game, he needs to be sent all the entities currently on the map. This is done by creating entities one by one. Three ways of implementing this come into my mind. Which one them is the best?
1) Implement sending entities in the game engine: Game engine listens to "connected" event from a player object and send all the entities to the player when this happens.
2) Implement sending entities in the entity class: Entity listens to "player connected" event from the game engine and when this happens, it sends itself to the connecting player.
3) Implement sending entities in the player class: When a player connects, it gets list of entities from the game engine and sends each of them to itself.