Problem
In entity_sending.rs, UUIDs waiting to be resolved to an ECS Entity are pushed into a SegQueue with no deduplication and no cap. If an entity doesn't exist yet (or anymore) at processing time, the UUID is re-enqueued and the cycle repeats. Resolution itself is O(queue × entities) per tick.
In practice: bursts of spawns/despawns, short-lived entities, or invalid UUIDs can grow this queue without limit and degrade tick time quadratically.
Problem
In entity_sending.rs, UUIDs waiting to be resolved to an ECS Entity are pushed into a SegQueue with no deduplication and no cap. If an entity doesn't exist yet (or anymore) at processing time, the UUID is re-enqueued and the cycle repeats. Resolution itself is O(queue × entities) per tick.
In practice: bursts of spawns/despawns, short-lived entities, or invalid UUIDs can grow this queue without limit and degrade tick time quadratically.