static void RedoHandler( Player player, CommandReader cmd ) { if( cmd.HasNext ) { CdRedo.PrintUsage( player ); return; } World playerWorld = player.World; if( playerWorld == null ) PlayerOpException.ThrowNoWorld( player ); UndoState redoState = player.RedoPop(); if( redoState == null ) { player.MessageNow( "There is currently nothing to redo." ); return; } string msg = "Redo: "; if( redoState.Op != null && !redoState.Op.IsDone ) { redoState.Op.Cancel(); msg += String.Format( "Cancelled {0} (was {1}% done). ", redoState.Op.Description, redoState.Op.PercentDone ); } // no need to set player.drawingInProgress here because this is done on the user thread Logger.Log( LogType.UserActivity, "Player {0} initiated /Redo affecting {1} blocks (on world {2})", player.Name, redoState.Buffer.Count, playerWorld.Name ); msg += String.Format( "Restoring {0} blocks. Type &H/Undo&S to reverse.", redoState.Buffer.Count ); player.MessageNow( msg ); var op = new UndoDrawOperation( player, redoState, true ); op.Prepare( new Vector3I[0] ); op.Begin(); }
static void UndoHandler( Player player, CommandReader cmd ) { World playerWorld = player.World; if( playerWorld == null ) PlayerOpException.ThrowNoWorld( player ); if( cmd.HasNext ) { player.Message( "Undo command takes no parameters. Did you mean to do &H/UndoPlayer&S or &H/UndoArea&S?" ); return; } string msg = "Undo: "; UndoState undoState = player.UndoPop(); if( undoState == null ) { player.MessageNow( "There is currently nothing to undo." ); return; } // Cancel the last DrawOp, if still in progress if( undoState.Op != null && !undoState.Op.IsDone && !undoState.Op.IsCancelled ) { undoState.Op.Cancel(); msg += String.Format( "Cancelled {0} (was {1}% done). ", undoState.Op.Description, undoState.Op.PercentDone ); } // Check if command was too massive. if( undoState.IsTooLargeToUndo ) { if( undoState.Op != null ) { player.MessageNow( "Cannot undo {0}: too massive.", undoState.Op.Description ); } else { player.MessageNow( "Cannot undo: too massive." ); } return; } // no need to set player.drawingInProgress here because this is done on the user thread Logger.Log( LogType.UserActivity, "Player {0} initiated /Undo affecting {1} blocks (on world {2})", player.Name, undoState.Buffer.Count, playerWorld.Name ); msg += String.Format( "Restoring {0} blocks. Type &H/Redo&S to reverse.", undoState.Buffer.Count ); player.MessageNow( msg ); var op = new UndoDrawOperation( player, undoState, false ); op.Prepare( new Vector3I[0] ); op.Begin(); }