Some of our players are being disconnected partway through a game. Logs show the client disconnects with NetworkError.BadMessage, and then the server reports them as timing out shortly after. There seem to be no other relevant logs. According to my research, BadMessage means the client received a non-data packet, probably due to a rare packet corruption. I know there's no avoiding that, but it why does it force my client to disconnect? Can I make it just ignore bad packets? Using Unity 2017.4.1 LTS.