Stabilize scene session skeleton

Hide internal scene runtime methods
Refresh docs, tests, and changelog for scenes
This commit is contained in:
2026-03-28 12:58:05 +00:00
parent 3ad9e48d71
commit a4d70e1510
11 changed files with 332 additions and 47 deletions
+18
View File
@@ -1,23 +1,41 @@
package laniakea
// SceneContext wraps MsgContext with scene session state for scene handlers.
type SceneContext struct {
*MsgContext
sess SceneSession
key string
}
// Next advances the current scene to step.
func (ctx *SceneContext) Next(step string) SceneResult {
return SceneResult{
Action: SceneActionNext,
Next: step,
}
}
// Stay keeps the current scene step active.
func (ctx *SceneContext) Stay() SceneResult {
return SceneResult{Action: SceneActionStay}
}
// Exit leaves the current scene.
func (ctx *SceneContext) Exit() SceneResult {
return SceneResult{Action: SceneActionExit}
}
// Pass stops scene handling and lets normal routing continue.
func (ctx *SceneContext) Pass() SceneResult {
return SceneResult{Action: SceneActionPass}
}
// BindData unmarshals the current scene session payload into v.
func (ctx *SceneContext) BindData(v any) error {
return ctx.sess.BindData(v)
}
// SaveData marshals v and stores it in the current scene session payload.
func (ctx *SceneContext) SaveData(v any) error {
return ctx.sess.SaveData(v)
}