There’s a number of approaches. One approach is that you need to make your local simulation deterministic so that every client can do their own work and simply agree that they’re on the same page. You then send events, not state, in turns.
Saving state in a hashable structure can make it easy to check if all clients agree.
Decoupling the local sim from the multiplayer events can make the game feel smooth, even if at times there’s rubber banding.
This is such a good read: https://www.gamedeveloper.com/programming/1500-archers-on-a-...