Stabilize scene session skeleton
Hide internal scene runtime methods Refresh docs, tests, and changelog for scenes
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@@ -215,11 +215,18 @@ func (p *Plugin[T]) NewPayload(exec CommandExecutor[T], command string, args ...
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return cmd
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}
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// AddScene registers a multi-step scene in the plugin.
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func (p *Plugin[T]) AddScene(scene *Scene[T]) *Plugin[T] {
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if scene == nil {
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return p
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}
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scene.PluginName = p.name
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scene.setPluginName(p.name)
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p.scenes[scene.Name] = scene
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return p
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}
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// NewScene creates, registers, and returns a new scene owned by the plugin.
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func (p *Plugin[T]) NewScene(name string) *Scene[T] {
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scene := NewScene[T](name)
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scene.setPluginName(p.name)
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