RPC error when players joinSolved
Not sure what the issue is here but I've got 2 players that cant connect to the server, after the loading screen they are greeted with red text

any ideas appreciated. 
NullReferenceException: Object reference not set to an instance of an object.
at LifeInfographic.Refresh () [0x00000] in <00000000000000000000000000000000>:0
at UIDeathScreen.UpdateRespawnInformation (ProtoBuf.RespawnInformation info) [0x00000] in <00000000000000000000000000000000>:0
at UIDeathScreen.OnRespawnInformation (ProtoBuf.RespawnInformation info) [0x00000] in <00000000000000000000000000000000>:0
at BasePlayer.OnRpcMessage (BasePlayer player, System.UInt32 rpc, Network.Message msg) [0x00000] in <00000000000000000000000000000000>:0
at BaseEntity.CL_RPCMessage (System.UInt32 nameID, System.UInt64 sourceConnection, Network.Message message) [0x00000] in <00000000000000000000000000000000>:0
at Client.OnRPCMessage (Network.Message packet) [0x00000] in <00000000000000000000000000000000>:0
at Client.OnNetworkMessage (Network.Message packet) [0x00000] in <00000000000000000000000000000000>:0
at Facepunch.Network.Raknet.Client.HandleMessage () [0x00000] in <00000000000000000000000000000000>:0
at Facepunch.Network.Raknet.Client.Cycle () [0x00000] in <00000000000000000000000000000000>:0
at Client.Update () [0x00000] in <00000000000000000000000000000000>:0
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
BasePlayer:OnRpcMessage(BasePlayer, UInt32, Message)
BaseEntity:CL_RPCMessage(UInt32, UInt64, Message)
Client:OnRPCMessage(Message)
Client:OnNetworkMessage(Message)
Facepunch.Network.Raknet.Client:HandleMessage()
Facepunch.Network.Raknet.Client:Cycle()
Client:Update()

(Filename: currently not available on il2cpp Line: -1)

Disconnected (RPC Error in OnRespawnInformation: Object reference not set to an instance of an object.
at LifeInfographic.Refresh () [0x00000] in <00000000000000000000000000000000>:0
at UIDeathScreen.UpdateRespawnInformation (ProtoBuf.RespawnInformation info) [0x00000] in <00000000000000000000000000000000>:0
at UIDeathScreen.OnRespawnInformation (ProtoBuf.RespawnInformation info) [0x00000] in <00000000000000000000000000000000>:0
at BasePlayer.OnRpcMessage (BasePlayer player, System.UInt32 rpc, Network.Message msg) [0x00000] in <00000000000000000000000000000000>:0
at BaseEntity.CL_RPCMessage (System.UInt32 nameID, System.UInt64 sourceConnection, Network.Message message) [0x00000] in <00000000000000000000000000000000>:0
at Client.OnRPCMessage (Network.Message packet) [0x00000] in <00000000000000000000000000000000>:0
at Client.OnNetworkMessage (Network.Message packet) [0x00000] in <00000000000000000000000000000000>:0
at Facepunch.Network.Raknet.Client.HandleMessage () [0x00000] in <00000000000000000000000000000000>:0
at Facepunch.Network.Raknet.Client.Cycle () [0x00000] in <00000000000000000000000000000000>:0
at Client.Update () [0x00000] in <00000000000000000000000000000000>:0 ) - returning to main menu
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Client:OnClientDisconnected(String)
Network.Client:OnDisconnected(String)
Facepunch.Network.Raknet.Client:Disconnect(String, Boolean)
BasePlayer:OnRpcMessage(BasePlayer, UInt32, Message)
BaseEntity:CL_RPCMessage(UInt32, UInt64, Message)
Client:OnRPCMessage(Message)
Client:OnNetworkMessage(Message)
Facepunch.Network.Raknet.Client:HandleMessage()
Facepunch.Network.Raknet.Client:Cycle()
Client:Update()

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Unloading 1 Unused Serialized files (Serialized files now loaded: 42)
UnloadTime: 3908.163000 ms
Playing Video C:/Program Files (x86)/Steam/steamapps/common/Rust/RustClient_Data/StreamingAssets/MenuVideo/autoturret.mp4
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
MenuBackgroundVideo:NextVideo()
MenuBackgroundVideo:Awake()

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Unloading 586 unused Assets to reduce memory usage. Loaded Objects now: 2126662.
Total: 1097.026000 ms (FindLiveObjects: 155.555300 ms CreateObjectMapping: 182.073400 ms MarkObjects: 755.444300 ms DeleteObjects: 3.952300 ms)

Quitting
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ConVar.Global:quit(Arg)
System.Action`1:Invoke(T)
ConsoleSystem:Internal(Arg)
ConsoleSystem:Run(Option, String, Object[])
RunConsoleCommand:ClientRun(String)
UnityEngine.Events.UnityAction`1:Invoke(T0)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Steam Client Shutdown​
Are you using any plugins that do anything when a player connects?
I'd imagine so but how would I narrow it down?
I'd start by looking for plugins that try to send an UI on player connection, or chat messages. Checking for the OnPlayerInit hook in the plugins too.

I get this from a couple of specific players sometimes. Sometimes they can join, often they cannot:

(11:29:59) | 'BlueprintShare v1.1.3' is using deprecated hook 'OnPlayerInit', which will stop working on Monday, 01 June 2020. Please ask the author to update to 'OnPlayerConnected(BasePlayer player)'
(11:29:59) | AAMarsz with steamid HIDDEN joined from ip HIDDEN
(11:29:59) | NetworkId HIDDEN is 13539845 (AAMarsz)
(11:29:59) | AAMarsz[HIDDEN] has spawned
(11:30:00) | HIDDEN/HIDDEN/AAMarsz disconnecting: NullReferenceException: Object reference not set to an instance of an object.
LifeInfographic.Refresh () (at <00000000000000000000000000000000>:0)
UIDeathScreen.UpdateRespawnInformation (ProtoBuf.RespawnInformation info) (at <00000000000000000000000000000000>:0)
UIDeathScreen.OnRespawnInformation (ProtoBuf.RespawnInformation info) (at <00000000000000000000000000000000>:0)
BasePlayer.OnRpcMessage (BasePlayer player, System.UInt32 rpc, Network.Message msg) (at <00000000000000000000000000000000>:0)
BaseEntity.CL_RPCMessage (System.UInt32 nameID, System.UInt64 sourceConnection, Network.Message message) (at <00000000000000000000000000000000>:0)
Client.OnRPCMessage (Network.Message packet) (at <00000000000000000000000000000000>:0)
Client.OnNetworkMessage (Network.Message packet) (at <00000000000000000000000000000000>:0)
Facepunch.Network.Raknet.Client.HandleMessage () (at <00000000000000000000000000000000>:0)
Facepunch.Network.Raknet.Client.Cycle () (at <00000000000000000000000000000000>:0)
Client.Update () (at <00000000000000000000000000000000>:0)
UnityEngine.Debug:LogException(Exception)
BasePlayer:OnRpcMessage(BasePlayer, UInt32, Message)
BaseEntity:CL_RPCMessage(UInt32, UInt64, Message)
Client:OnRPCMessage(Message)
Client:OnNetworkMessage(Message)
Facepunch.Network.Raknet.Client:HandleMessage()
Facepunch.Network.Raknet.Client:Cycle()
Client:Update()

Version: 48623
(11:30:28) | say:: ADMIN: Gonna unload some stuff to try to get aamarz and arsey into the server
(11:30:28) | {
  "Channel": 2,
  "Message": "ADMIN: Gonna unload some stuff to try to get aamarz and arsey into the server",
  "UserId": "0",
  "Username": "SERVER",
  "Color": "#eee",
  "Time": 1584729093
}

They couldn't join even after all the mods were unloaded.

I keep getting errors about restricted sites so I can't put the rest of the my console example where the issue occurs even after unloading all mods.

I didn't solve this, just had to wait for wipe.
Locked automatically