Gaming farming rewards - cost for GETs

This graphic (old and dated) is what I base my mental image of the different intermediaries between a client get/put and stored chunk.

I think most of your concerns relate more to the game-ability of PtP than PtF. We want the network to be resilient against ddos attack. PtP gives a direct incentive for the attacker to try a ddos, but it also gives us a means to focus the discussion to creatively come up with ways to mitigate ddos. In other words, I see it as : PtP solution == Ddos solution and vice versa. So far it seems that caching is the primary defense, but there may be other ways…

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