when i start server/client + client i control both where ist my mistake????

hello

i start muiltiplayer game and input script for camera and move working good only server/client.
when i start server/client + client i control both where ist my mistake???

here ist my 2 script.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FishNet.Connection;
using FishNet.Object;

public class SC_CameraCollision : NetworkBehaviour
{
public Transform referenceTransform;
public float collisionOffset = 0.3f; //To prevent Camera from clipping through Objects
public float cameraSpeed = 15f; //How fast the Camera should snap into position if there are no obstacles

Vector3 defaultPos;
Vector3 directionNormalized;
Transform parentTransform;
float defaultDistance;

// Start is called before the first frame update
void Start()
{
    defaultPos = transform.localPosition;
    directionNormalized = defaultPos.normalized;
    parentTransform = transform.parent;
    defaultDistance = Vector3.Distance(defaultPos, Vector3.zero);

    //Lock cursor
    Cursor.lockState = CursorLockMode.Locked;
    Cursor.visible = false;
}

// LateUpdate is called after Update
void LateUpdate()
{
    Vector3 currentPos = defaultPos;
    RaycastHit hit;
    Vector3 dirTmp = parentTransform.TransformPoint(defaultPos) - referenceTransform.position;
    if (Physics.SphereCast(referenceTransform.position, collisionOffset, dirTmp, out hit, defaultDistance))
    {
        currentPos = (directionNormalized * (hit.distance - collisionOffset));

        transform.localPosition = currentPos;
    }
    else
    {
        transform.localPosition = Vector3.Lerp(transform.localPosition, currentPos, Time.deltaTime * cameraSpeed);
    }
}

}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FishNet.Connection;
using FishNet.Object;

[RequireComponent(typeof(CharacterController))]

public class SC_TPSController : NetworkBehaviour
{
public float speed = 7.5f;
public float jumpSpeed = 8.0f;
public float gravity = 20.0f;
public Transform playerCameraParent;
public float lookSpeed = 2.0f;
public float lookXLimit = 60.0f;

CharacterController characterController;
Vector3 moveDirection = Vector3.zero;
Vector2 rotation = Vector2.zero;

[HideInInspector]
public bool canMove = true;

void Start()
{
    characterController = GetComponent<CharacterController>();
    rotation.y = transform.eulerAngles.y;
}

void Update()
{
    if (characterController.isGrounded)
    {
        // We are grounded, so recalculate move direction based on axes
        Vector3 forward = transform.TransformDirection(Vector3.forward);
        Vector3 right = transform.TransformDirection(Vector3.right);
        float curSpeedX = canMove ? speed * Input.GetAxis("Vertical") : 0;
        float curSpeedY = canMove ? speed * Input.GetAxis("Horizontal") : 0;
        moveDirection = (forward * curSpeedX) + (right * curSpeedY);

        if (Input.GetButton("Jump") && canMove)
        {
            moveDirection.y = jumpSpeed;
        }
    }

    // Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
    // when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
    // as an acceleration (ms^-2)
    moveDirection.y -= gravity * Time.deltaTime;

    // Move the controller
    characterController.Move(moveDirection * Time.deltaTime);

    // Player and Camera rotation
    if (canMove)
    {
        rotation.y += Input.GetAxis("Mouse X") * lookSpeed;
        rotation.x += -Input.GetAxis("Mouse Y") * lookSpeed;
        rotation.x = Mathf.Clamp(rotation.x, -lookXLimit, lookXLimit);
        playerCameraParent.localRotation = Quaternion.Euler(rotation.x, 0, 0);
        transform.eulerAngles = new Vector2(0, rotation.y);
    }
}

}