/// <summary> /// Add player to the required group for the game /// </summary> /// <param name="ua"></param> /// <returns>true if add was successful, false if not</returns> public bool AddPlayerToRequiredGroup(UserAccount ua) { if (!WaterWarsConstants.ENABLE_GROUPS) { return(true); } m_log.InfoFormat( "[WATER WARS]: Adding player {0} to group {1} {2}", ua.Name, WaterWarsGroup.GroupName, WaterWarsGroup.GroupID); ScenePresence scenePresence = null; // Look for the presence in every scene. If this kind of thing becomes common we will need to refactor the // code foreach (Scene scene in m_controller.Scenes) { ScenePresence sp = scene.GetScenePresence(ua.PrincipalID); if (sp != null) { scenePresence = sp; break; } } if (scenePresence != null) { m_groupsModule.JoinGroupRequest(scenePresence.ControllingClient, WaterWarsGroup.GroupID); return(true); } return(false); }