A quadtree reduces this: rebuild the tree each frame, and for each object, query only the nearby region. Objects in distant quadrants are never compared.
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The primary signal is desiredSize on the controller. It can be positive (wants data), zero (at capacity), negative (over capacity), or null (closed). Producers are supposed to check this value and stop enqueueing when it's not positive. But there's nothing enforcing this: controller.enqueue() always succeeds, even when desiredSize is deeply negative.
A mobile version of Pokémon Champions will also be released later this year.