ArenMook, do you think people will interpret the term "Host" to mean that that person is the server instead of something like an op?
If you take the perspective of someone new, there is quite a lot going on compared to what someone might expect.
So if they simply expect: Servers and Clients
TNet actually provides: Lobby Servers, Lobby Clients, Servers, Clients, Channels, and said "Hosts"
I feel like this particular term might be a stumbling block for those trying to understand the package. Perhaps a term like "moderator", "chief", etc may be more apparent so as not to get confused with which entity is the real server. Either way, looking forward to your enhancements in the next version.
Here's how I understand these terms with regard to TNet:
Server: This is the actual backend server that manages communication between all the clients. All clients (including the person who will be the host) connect to the server.
Client: Anyone who connects to the server. The host is also a client.
Host: The client who is hosting the current channel (instance). Think of him like a party leader, or the person in charge, or whatever. He's just the guy who joined first or set up the game (depending on how your game works). Note that the host could also be running the server, but isn't necessarily. The Host is also a client, but good practice for TNet is to make the host the authority on the game, make all the decisions, run all the simulations, etc., and then send the results to the other clients using the server.