A conflict happens when multiple clients write to the same shared object at “the same time” so that's what you need to avoid.
You won’t have a conflict when:
Create a shared object for each participant, and design your game so that participants only write to their own shared object.
p5.party supports this pattern by automatically creating a shared object for each client that connects, removing that object when the participant disconnects, and providing you an array of all the objects for currently connected participants.