Get rid of the "no objects found" feedback for now - this doesn't work well if a command is executed over multiple scenes.

This commit is contained in:
Justin Clark-Casey (justincc)
2012-01-31 23:06:48 +00:00
parent ab89adfaef
commit ac7cded080

View File

@@ -141,7 +141,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
if (sop == null)
{
m_console.OutputFormat("No object found with uuid {0}", objectUuid);
// m_console.OutputFormat("No object found with uuid {0}", objectUuid);
return;
}
@@ -191,8 +191,8 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
deletes.Add(g);
});
if (deletes.Count == 0)
m_console.OutputFormat("No objects were found with owner {0}", match);
// if (deletes.Count == 0)
// m_console.OutputFormat("No objects were found with owner {0}", match);
break;
@@ -206,8 +206,8 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
deletes.Add(g);
});
if (deletes.Count == 0)
m_console.OutputFormat("No objects were found with creator {0}", match);
// if (deletes.Count == 0)
// m_console.OutputFormat("No objects were found with creator {0}", match);
break;
@@ -221,8 +221,8 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
deletes.Add(g);
});
if (deletes.Count == 0)
m_console.OutputFormat("No objects were found with uuid {0}", match);
// if (deletes.Count == 0)
// m_console.OutputFormat("No objects were found with uuid {0}", match);
break;
@@ -233,8 +233,8 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
deletes.Add(g);
});
if (deletes.Count == 0)
m_console.OutputFormat("No objects were found with name {0}", o);
// if (deletes.Count == 0)
// m_console.OutputFormat("No objects were found with name {0}", o);
break;
@@ -261,12 +261,14 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
deletes.Add(g);
});
if (deletes.Count == 0)
m_console.OutputFormat("No objects were found outside region bounds");
// if (deletes.Count == 0)
// m_console.OutputFormat("No objects were found outside region bounds");
break;
}
m_console.OutputFormat("Deleting {0} objects in {1}", deletes.Count, m_scene.RegionInfo.RegionName);
foreach (SceneObjectGroup g in deletes)
{
m_console.OutputFormat("Deleting object {0} {1}", g.UUID, g.Name);