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Cancels the coroutine job registered under cancellableEventId, stopping whatever RunCancellableEvents started with that id. Does not consume incomingData. Dispatches onSuccess (no data) when a running job was found and cancelled; onFailure (carrying a NoSuchElementException, logged) when nothing is registered under cancellableEventId — either it never ran or its job already finished.
Runs its own child events inline, in order, inside a cancellable job registered under cancellableEventId — a later CancelEvents carrying the same id stops the job mid-flight. Unlike most events, events here is the payload executed rather than a downstream chain, and it receives this event's incomingData. The job runs in its own coroutine scope, so this event returns as soon as the job is registered, without waiting for events to finish. Dispatches onSuccess (no data) as soon as the job is registered — not when it finishes; onFailure when events is empty, since there is nothing to run.
Runs its own child events inline, in order, each receiving this event's incomingData — the way to fan one trigger out into several events, or to group events for reuse, without changing incomingData along the way. Unlike most events, events here is the payload executed rather than a downstream chain; each entry is run guarded, so one failing event is logged and the rest still run. Dispatches onSuccess (no data) when every event ran without throwing; onFailure (no data), once at the end after all were attempted, when at least one threw (each failure logged).
Looks up the event registered on the screen under eventId and runs it inline, letting one event chain reuse another that lives on a different tile. Forwards incomingData unchanged to the event being run. Dispatches onSuccess (no data) after the target event ran; onFailure when no event is registered under eventId (no data, logged) or when running it throws (carrying the Throwable, logged).
Patches events already registered on the screen. Each updates entry (built with update) targets an event by id and merges a data map into it, the same way UpdateTiles patches a tile, so a chain can rewrite another event's parameters before it runs. All updates are attempted even if one fails. Does not consume incomingData. Dispatches onSuccess (no data) when every update was applied; onFailure (no data), once at the end, when at least one failed — typically because no event carries that id.