I'm seeing a lot of this error. I'm about to pull your new changes from github.
EndOfStreamException: Failed to read past end of stream.
at System.IO.BinaryReader.ReadByte () [0x00000] in <filename unknown>:0
at TNManager.CreateGameObject (UnityEngine.GameObject prefab, System.IO.BinaryReader reader) [0x00000] in <filename unknown>:0
at TNManager.OnCreateObject (Int32 creator, Int32 index, UInt32 objectID, System.IO.BinaryReader reader) [0x00000] in <filename unknown>:0
at TNet.GameClient.ProcessPacket (TNet.Buffer buffer, System.Net.IPEndPoint ip) [0x00000] in <filename unknown>:0
at TNet.GameClient.ProcessPackets () [0x00000] in <filename unknown>:0
at TNManager.Update () [0x00000] in <filename unknown>:0
Update 1 - Updating TNet on server and client seemed to fix things at the moment. In fact, restarting the executable on the server seems to fix things for a bit, then they get hectic again. The longer the server is up, the more channel open, closed, joined, left, things start getting bad. How are RFCs stored when they are saved? Do they go away when a channel is closed? Is there some way they could get crossed? And what's the best way to monitor what RFCs are saved?