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.