Why is my client recieving an authority of 1

Godot Version

4.4.1

Question

Hey guys,
Im using the GodotSteam Multiplayer Peer
Do you know why the client thinks its of authority 1.
The host doesnt think that the client is of auth 1 but the client does
and is_multiplayer_authority returns false

This is the main code.
Its supposed to connect players and to bring them to a lobby screen.

extends Node3D

@onready var lobby_id_input: LineEdit = %LobbyIDInput
@onready var join_btn: Button = %JoinBtn
@onready var main_menu: Control = %MainMenu
@onready var ms: MultiplayerSpawner = $MultiplayerSpawner

var lobby_id: int
var peer = SteamMultiplayerPeer.new()

func _ready() -> void:
	main_menu.show()
	
	# Steam Signals
	Steam.lobby_joined.connect(_on_lobby_joined)
	Steam.lobby_created.connect(_on_lobby_created)

	ms.spawn_function = spawn_func

	print("Steam ID: " + str(Steam.current_steam_id))
	Global.user_id = Steam.current_steam_id

##----------------------------------------------------------------------------------------------
## UI Handlers
##----------------------------------------------------------------------------------------------

func _on_host_button_down() -> void:
	Steam.createLobby(Steam.LOBBY_TYPE_PUBLIC)
	
func _on_button_client_down() -> void:
	Steam.joinLobby(int(lobby_id))

func _on_lobby_id_input_text_changed(new_text: String) -> void:
	lobby_id = int(new_text)
	if new_text != "":
		join_btn.disabled = false
	else:
		join_btn.disabled = true

##----------------------------------------------------------------------------------------------
## Steam Callbacks
##----------------------------------------------------------------------------------------------

func _on_lobby_created(_success: bool, _lobby_id: int) -> void:
	if not _success:
		print("Lobby was unfortunately not created")
		return

	lobby_id = _lobby_id
	Global.lobby_id = lobby_id
	
	setup_host()
	
	print("Lobby created! ID: ", _lobby_id)

func _on_lobby_joined(_lobby_id: int, _permissions: int, _locked: bool, response: int) -> void:
	if response != Steam.CHAT_ROOM_ENTER_RESPONSE_SUCCESS:
		print("Failed to join lobby!")
		return

	lobby_id = _lobby_id

	Global.host_id = Steam.getLobbyOwner(lobby_id)
	Global.lobby_id = lobby_id
	
	setup_steam_lobby()

	var owner_id = Steam.getLobbyOwner(_lobby_id)
	
	if owner_id == Steam.getSteamID():
		ms.spawn("uid://d1fgju416iq24") # Lobby UID
		print("I am the host, lobby joined")
		
	else:
		setup_client(owner_id)
		print("Client connected to host:", owner_id)


func _on_peer_connected(id: int) -> void:
	print("New client connected! Peer ID: ", id)

##----------------------------------------------------------------------------------------------
## Helper Functions
##----------------------------------------------------------------------------------------------

func setup_steam_lobby():
	Steam.setLobbyJoinable(lobby_id, true)
	Steam.setLobbyData(lobby_id, "name", Steam.getPersonaName() + "`s Lobby")

func setup_client(owner_id):
	peer.create_client(owner_id, 0)  # virtual port = 0
	multiplayer.multiplayer_peer = peer

func setup_host():
	peer.create_host(0)
	multiplayer.multiplayer_peer = peer
	multiplayer.peer_connected.connect(_on_peer_connected)

func spawn_func(data):
	main_menu.hide()
	return (load(data) as PackedScene).instantiate()

Thank you!