How to stop players obtaining points when it was only one player who obtained it?

My code executes for every player in the sever when I only want it to execute for the player that fired the event. When one person touches a checkpoint that point not only goes to the player themselves but to everyone on the server.

Local player script:

local rep = game:GetService("ReplicatedStorage")
local game_workspace = game:GetService("Workspace")

local remoteevent = rep:WaitForChild("remoteevent")
local folder = game_workspace:WaitForChild("Spawners")
local player = game.Players.LocalPlayer


local players_data = {}

players_data[player.Name] = {} -- Stores checkpoints	
print(players_data)




---- Function Declarations ---

local function get_player_stats(character)
	--Gets access to players Obby level value--

	local leaderstats = player:FindFirstChild("leaderstats")
	return leaderstats:WaitForChild("Obbylvl")
end



local function peruse(spawner)
	---Verify whether spawner can be touched or not
	-- True = found in the list
	--False = not found in the list

	local checker = true
	for key, players_checkpoint in pairs(players_data) do
		for _, element in ipairs(players_checkpoint) do 
			if element == spawner then
				return checker 
			end
		end
	end 
	checker = false 
	return  checker 
end

local function append(spawner)
	--Add the new spawner to the player's checkpoint list

	for _, players_checkpoint in pairs(players_data) do
		table.insert(players_checkpoint, spawner)
	end 
	print("Added to your list")
end

---End of Function Declaration -----




for i, spawner_object in ipairs(folder:GetChildren()) do
	spawner_object.Touched:Connect(function(hit)


		local player_value = get_player_stats(hit.Parent)

		if peruse(spawner_object) == false then
			append(spawner_object)
			remoteevent:FireServer(players_data)
		end
	end)
end

Server Script

-- Declaration of variables
local rep = game:GetService("ReplicatedStorage")
local rem = rep:WaitForChild("remoteevent") 




local function tally(player,player_data)
	---Updating player's obby level value---

	local leaderstats = player:FindFirstChild("leaderstats")
	local player_value = leaderstats:FindFirstChild("Obbylvl")
	for _, v in pairs(player_data) do
		
			player_value.Value = #v
	end
end

rem.OnServerEvent:Connect(function(player, player_data)
	tally(player, player_data)
end)