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      <title>Halo 2: Gateway to a Security Career</title>
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      <description>&lt;p&gt;Back in late 2004, Bungie rocked the world of online gaming with the launch of Halo 2 for the Xbox.&lt;/p&gt;&#xA;&lt;p&gt;This was before cloud computing was mainstream, and hosting dedicated physical servers was an expensive task, so many developers (including Bungie) chose to go with the cheaper option - a distributed networking architecture. The architecture is simple: one client is chosen to be the game server (referred to as the “host” for the rest of the blog) and the other client would connect to it as the source for the current state. When things like latency issues arise between clients, the host’s version would be the one that is taken as the official record.&lt;/p&gt;</description>
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