In my game, players can engage in monster hunting even while inactive, which results in some users keeping the game running for extended periods. During this idle time, there is no frame movement, and players stay on a frame with around 10,000 lines of events for several to over ten hours. Subsequently, although minor processing lags are acknowledged, they do not seem to hinder gameplay significantly.
I am using list objects to manage loot, which is saved in arrays. However, abnormalities in the acquisition process seem to emerge as more time elapses. Despite meticulous reviews of the related events, no flaws have been found, and in fact, no anomalies occur during tests of around 5-6 hours. Is it possible that keeping the game running on a single frame for long durations, like 10 hours, could be the cause of these abnormal processes? Unnecessary objects are being properly disposed of, and there is no issue of reaching the object count limit; the number of objects remains consistent regardless of the hours passed since launch. Given the minor processing lags, memory issues also seem unlikely.
Would incorporating processes like periodically moving across other frames be necessary to ensure safety?