Using mutexes to protected tcp client streams from being used across threads simultaneously
Fixed a few opportunities for deadlocks in the client
Using UnityEngine.Time.fixedTime for plugin timekeeping
Added a separate mutex for ServerClient non-tcp properties
Renamed ServerClient mutex to tcpClientMutex
Drastically cleaned up server operation
Server now uses a outgoing message queue for less mutex overlap
Server now uses asynchronous receive to read client messages
Fixed server sometimes not closing threads successfully on cleanup
Fixed client exception reporting not working at all ever