Stabilize scene session skeleton
Hide internal scene runtime methods Refresh docs, tests, and changelog for scenes
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@@ -342,18 +342,24 @@ func (bot *Bot[T]) SetDraftProvider(p *DraftProvider) *Bot[T] {
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bot.draftProvider = p
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return bot
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}
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// GetDraftProvider returns the draft provider currently used by the bot.
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func (bot *Bot[T]) GetDraftProvider() *DraftProvider {
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return bot.draftProvider
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}
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func (bot *Bot[T]) SetSettionStore(store SessionStore) *Bot[T] {
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// SetSessionStore replaces the session store used for scene management.
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func (bot *Bot[T]) SetSessionStore(store SessionStore) *Bot[T] {
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bot.sessionStore = store
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return bot
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}
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// GetSessionStore returns the session store used for scene management.
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func (bot *Bot[T]) GetSessionStore() SessionStore {
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return bot.sessionStore
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}
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// SetSceneScopePriority sets the lookup order for resolving active scene sessions.
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func (bot *Bot[T]) SetSceneScopePriority(priority []SceneScope) *Bot[T] {
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newPriority := make([]SceneScope, 0, 3)
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for _, scope := range priority {
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@@ -782,6 +788,7 @@ func clonePlugin[T DbContext](p *Plugin[T]) Plugin[T] {
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name: p.name,
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commands: make(map[string]*Command[T], len(p.commands)),
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payloads: make(map[string]*Command[T], len(p.payloads)),
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scenes: make(map[string]*Scene[T], len(p.scenes)),
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middlewares: append(extypes.Slice[Middleware[T]](nil), p.middlewares...),
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skipAutoCmd: p.skipAutoCmd,
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logger: p.logger,
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@@ -795,6 +802,9 @@ func clonePlugin[T DbContext](p *Plugin[T]) Plugin[T] {
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for name, command := range p.payloads {
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cloned.payloads[name] = cloneCommand(command)
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}
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for name, scene := range p.scenes {
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cloned.scenes[name] = cloneScene(scene)
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}
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maps.Copy(cloned.handlers, p.handlers)
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return cloned
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@@ -810,3 +820,22 @@ func cloneCommand[T DbContext](command *Command[T]) *Command[T] {
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cloned.middlewares = append(extypes.Slice[Middleware[T]](nil), command.middlewares...)
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return &cloned
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}
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func cloneScene[T DbContext](scene *Scene[T]) *Scene[T] {
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if scene == nil {
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return nil
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}
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cloned := *scene
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cloned.steps = make(map[string]SceneHandler[T], len(scene.steps))
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cloned.commands = make(map[string]SceneHandler[T], len(scene.commands))
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for name, handler := range scene.steps {
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cloned.steps[name] = handler
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}
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for name, handler := range scene.commands {
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cloned.commands[name] = handler
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}
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return &cloned
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}
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