public bool HasGroupAccess(UUID avatar) { if (LandData.GroupID != UUID.Zero && (LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup) { ScenePresence sp; if (!m_scene.TryGetScenePresence(avatar, out sp)) { bool isMember; if (m_groupMemberCache.TryGetValue(avatar, out isMember)) { m_groupMemberCache.Update(avatar, isMember, m_groupMemberCacheTimeout); return(isMember); } IGroupsModule groupsModule = m_scene.RequestModuleInterface <IGroupsModule>(); if (groupsModule == null) { return(false); } GroupMembershipData[] membership = groupsModule.GetMembershipData(avatar); if (membership == null || membership.Length == 0) { m_groupMemberCache.Add(avatar, false, m_groupMemberCacheTimeout); return(false); } foreach (GroupMembershipData d in membership) { if (d.GroupID == LandData.GroupID) { m_groupMemberCache.Add(avatar, true, m_groupMemberCacheTimeout); return(true); } } m_groupMemberCache.Add(avatar, false, m_groupMemberCacheTimeout); return(false); } return(sp.ControllingClient.IsGroupMember(LandData.GroupID)); } return(false); }