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bugfix(production): Prevent cancelling production when units already produced #2399
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When a script or AI calls
setCanBuildUnits(false)after the first member of a quantity-modified batch has exited,allowedToBuild()is false but this condition is also false, soupdate()falls through and continues spawning every remaining unit. Previously this path canceled the entry immediately, so missions that disable production can now receive additional Red Guards or other batched units; preserving the anti-refund behavior requires a cancellation path that removes the remainder without granting an exploitable refund rather than allowing disallowed production to finish.Useful? React with 👍 / 👎.
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Yea, forceCancel should force removal from the queue, not force a refund. For non-retail-compatible behavior, I think the cases should be:
Also should update the PR description, because it currently says the script-disallow path uses forceCancel, while the implementation lets the remaining production finish. And tests should cover cancellation before/after the first unit, selling or destroying the producer mid-batch, and disabling production mid-batch.