Quick answer: Check the token each iteration with ThrowIfCancellationRequested or break on IsCancellationRequested, and pass it to any inner awaitable so it can unblock.

You wired up a cancel button that calls Cancel on the source, but the heavy generation loop keeps running until it finishes naturally. The token was passed but never observed. Here is how to make the loop actually cancel.

How to fix it

1. Check the token each iteration

At the top of the loop body, call token.ThrowIfCancellationRequested(); (or test token.IsCancellationRequested and break) so a cancel takes effect within one iteration.

2. Pass the token to inner waits

Forward the token to any blocking or awaiting call inside the loop, for example await Task.Delay(d, token), so it unblocks immediately on cancellation.

3. Handle the cancellation cleanly

Catch OperationCanceledException at the boundary to perform cleanup and exit quietly, distinguishing it from real failures.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.