On Fri, 29 Mar 2002, Major Variola (ret) wrote:

>     3. Slow connections, slow machines

Thanks to gamers, ping latencies are getting better. ADSL is a pain, but
even 128 kBit upstream can be useful, if aggregated from multiple sites.
Queries for distributed P2P search engines should use ACKless protocols,
obviously.

> To resist 1. you can use port 80, which ISPs can't block without losing
> most 'legitimate' utility for the masses :-)  Or you use randomly

Um, you can, just block incoming connections. It's a problem with REST.

> varying ports and have to do more door-knocking.

If you run a P2P-agnostic firewall, you'll have a problem with random
incoming ports. I suggest camouflaging as bona fide traffic, including
gaming and streaming multimedia.

> To resist 2. you have to be able to randomly probe IP addresses to find
> a node.

Yes, probabilistic headless node discovery vs. a centralist approach.

> Now that I write it up, I realize a tree has the flaw that child nodes'
> queries must go through slow upstream links. So I will think about
> algorithms to grow meshes dynamically, robustly, to overcome that
> problem.

Don't use trees, trees are stupid. Use high-dimensional meshes.

> We welcome comments & pointers, and apologize for the rambling.

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