I'm experiencing server crashes when an event related to NPCSpawn is triggered. I'm not sure if this plugin is the cause, but I've had three crashes since the October update, and the log trace before the crash is the same but with different events:
[ArcticBaseEvent] ArcticBaseEvent has begun
Main thread stalling: Write queue at capacity, waiting for write thread...
Main thread stalling: Write queue at capacity, waiting for write thread...
Main thread stalling: Write queue at capacity, waiting for write thread...
...
InvalidOperationException: Too many pending sends on WebSocket connection. Disconnecting.
at Fleck.WebSocketConnection.SendBytes (Fleck.MemoryBuffer bytes, System.Action`2[T1,T2] callback) [0x00019] in <09b2e2afed8c4cd2bf75c3f38e4fc051>:0
UnityEngine.DebugLogHandler:Internal_LogException_Injected(Exception, IntPtr)
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Facepunch.Rcon.<>c__DisplayClass27_0:<OnConnection>b__3(Exception)
Fleck.WebSocketConnection:HandleWriteError(Exception)
Fleck.WebSocketConnection:SendBytes(MemoryBuffer, Action`2)
Fleck.WebSocketConnection:SendImpl(MemoryBuffer)
Fleck.WebSocketConnection:Send(String)
Facepunch.Rcon.Listener:BroadcastMessage(String)
Facepunch.RCon:OnMessage(String, String, LogType)
Facepunch.Output:LogHandler(String, String, LogType)
Facepunch.Output:ProcessThreadedLogs()
PreUpdateHook:Update()
[HarborEvent] HarborEvent has begun
Main thread stalling: Write queue at capacity, waiting for write thread...
Main thread stalling: Write queue at capacity, waiting for write thread...
Main thread stalling: Write queue at capacity, waiting for write thread...
...
InvalidOperationException: Too many pending sends on WebSocket connection. Disconnecting.
at Fleck.WebSocketConnection.SendBytes (Fleck.MemoryBuffer bytes, System.Action`2[T1,T2] callback) [0x00019] in <09b2e2afed8c4cd2bf75c3f38e4fc051>:0
UnityEngine.DebugLogHandler:Internal_LogException_Injected(Exception, IntPtr)
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Facepunch.Rcon.<>c__DisplayClass27_0:<OnConnection>b__3(Exception)
Fleck.WebSocketConnection:HandleWriteError(Exception)
Fleck.WebSocketConnection:SendBytes(MemoryBuffer, Action`2)
Fleck.WebSocketConnection:SendImpl(MemoryBuffer)
Fleck.WebSocketConnection:Send(String)
Facepunch.Rcon.Listener:BroadcastMessage(String)
Facepunch.RCon:OnMessage(String, String, LogType)
Facepunch.Output:LogHandler(String, String, LogType)
Facepunch.Output:ProcessThreadedLogs()
PreUpdateHook:Update()
[PowerPlantEvent] PowerPlantEvent has begun
Main thread stalling: Write queue at capacity, waiting for write thread...
Main thread stalling: Write queue at capacity, waiting for write thread...
Main thread stalling: Write queue at capacity, waiting for write thread...
...
Main thread stalling: Write queue at capacity, waiting for write thread...
Main thread stalling: Write queue at capacity, waiting for write thread...
Main thread stalling: Write queue at capacity, waiting for write thread...
InvalidOperationException: Too many pending sends on WebSocket connection. Disconnecting.
at Fleck.WebSocketConnection.SendBytes (Fleck.MemoryBuffer bytes, System.Action`2[T1,T2] callback) [0x00019] in <09b2e2afed8c4cd2bf75c3f38e4fc051>:0
UnityEngine.DebugLogHandler:Internal_LogException_Injected(Exception, IntPtr)
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Facepunch.Rcon.<>c__DisplayClass27_0:<OnConnection>b__3(Exception)
Fleck.WebSocketConnection:HandleWriteError(Exception)
Fleck.WebSocketConnection:SendBytes(MemoryBuffer, Action`2)
Fleck.WebSocketConnection:SendImpl(MemoryBuffer)
Fleck.WebSocketConnection:Send(String)
Facepunch.Rcon.Listener:BroadcastMessage(String)
Facepunch.RCon:OnMessage(String, String, LogType)
Facepunch.Output:LogHandler(String, String, LogType)
Facepunch.Output:ProcessThreadedLogs()
PreUpdateHook:Update()