add --quiet switch, for better ASAN checking..and a couple debug entries

hoping i can narrow this issue down, i'm thinking my first order of business
might be that it's sending component spawns for players..which would be
themselves, whcih wouldn't make sense of course. and also maybe the client
side is accidentally trying to delete their own player..which would've caused
problems elsewhere, not deep within entity system processing..thinking
it still has it in its list of entities..idk.