# Servers, clients, and ownership Much of this documentation discusses things in context of servers and clients. This page is intended to clear up how this translates to Godot's concept of multiplayer ownership. ## Ownership in Godot In Godot's multiplayer system, each node belongs to a multiplayer peer, i.e. a player. This can be set from scripts, and is not replicated. This means that the logic assigning ownership to nodes must produce the same result on every machine for things to work consistently. ## Ownership in netfox To mesh better with Godot's existing conventions, *netfox* doesn't work in terms of server and client, but uses ownership instead. Whenever *the server* is mentioned, it refers to a given node's owner. In practice, this means that nodes representing game state are and should be owned by the server. ## Limitations At the time of writing, ownership is hard-coded in some cases. One such case is *NetworkTime*, which is always owned by the host peer and always takes the host peer's time as reference. This means that peer-to-peer games are not officially supported by *netfox*, but might be able to work with some workarounds. If feasible, you can build self-hosted games by including *netfox.noray*. In theory, multiple players can own different parts of the game state, but *netfox* is not tested for such use cases.