To start off: I know the concepts and how networking works. I'm not in the loop on how the framework is typically used, and most resources online don't really go into much detail beyond the conceptual "how it works" and a basic example of networked player movement. I've skimmed the casual coop example project but it isn't exactly what I'm looking for. I'm just wondering what the conventions for a host-client game typically are (for example, Lethal Company since it is made with NFGO).
and by conventions, I mean things like how authority is distributed, how the code is structured (Player.cs or PlayerServer.cs and PlayerClient.cs?), how much to handle on the server and how much to give to clients, etc. For example, how would one typically approach a system where a player can have three items in their inventory, and an item can either be held in hand, stashed in inventory, or dropped on ground? would it change ownership when picked up? The player holding it would have it at some position for their view model, while others will see it in their third person hand, so this would have to be considered.