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History of Ragnarok Emulation
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=== An aside on basic networking === As a quick aside, "packets" are segments of data that are sent back and forth between applications which communicate via the internet, and have a reliable structure to them. This is so that when the "client" (in this context the Ragnarok Online game) sends a request with data saying "I hit this monster", the server is expecting this in a specific format, explaining the detail of the action of hitting the monster. A common issue with applications communicating in this way is that, people who want to modify the "client" or reverse engineer it, could attempt to modify the data that was sent back, or send 20 packets saying "I hit 20 monsters" or "I was in Prontera a second ago, now I'm in Morrocc". In this world of networking, the client (the thing connecting) and the server (the thing being connected to) have a ''state'', and the ideal is that the client state is something the server is expecting. Let's say we're in Prontera, and we move 2 cells up, and we tell the server we were at position X, but now we're moving to position X1, this is something that the developers of AEGIS would have expected. But what happens if instead of saying I moved 2 cells up, I said I moved 20, or 30? Or to a different map? This is where the server basically has to do heavy lifting -- if the client is modified, or a fake client is used in its place (e.g. a bot that emulates the ''client''), then that client could start to do things like say "I just picked up 99 Balmungs" even if that never occurred -- and in this sense, the server program always has to assume -- even if the client is expected to be the official one and the user of the client is a well-behaved user and not cheating -- that the client could be lying, or wrong. This assumption wasn't quite what the original Ragnarok Online Server had. A lot of the expectations were that the user would behave and not do naughty things with the client or network traffic, and as a result, this was the reason why a large number of hacking tools, trainers, speed hacks, duplication glitches, and so on, proliferated in those early years. These packets being sent back and forth were "sniffed", revealing the protocol (a set of rules governing the exchange or transmission of data between devices) of Ragnarok, and revealing its weaknesses.
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