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Jeff Doyle
IPv6 Solutions Manager
jeff@juniper.net
Peer-to-Peer
Networking:
The Past and Future of the
Internet
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What is Peer-to-Peer (P2P)?
P2P,The sharing of computer resources and services
by direct exchange between systems.*
* P2P Working Group
…this is one of the characteristics of the early Internet
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What Happened?
The Internet has evolved into a,Services in the
Middle” model
Information and services flow primarily toward the
user
Contributing factors:
Commercial interests
Legacy of low-powered PCs
NAT breaks network
transparency
Consumer
ConsumerConsumer
Consumer
Consumer
Consumer
SERVICES
Consumer
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The Lessons of Napster
Napster led the way
User driven
Intelligent application of client/server
and peer-to-peer
Simple model made unnecessarily
complex by dynamic IP issues
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The Lessons of Napster
But peer-to-peer is about more than sharing
music files (legally or otherwise)
Peer-to-peer might re-shape the way we do
business
P2P currently seen as a threat to entertainment
industry and other producers of copyrighted material
A new business model is required
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New P2P Applications
Content sharing
Napster was a wake-up call
Kazaa
Morpheus,FreeNet,Grokster,
Gnutella,many more…
Distributed data processing
SETI@home
Folding@home
Popular Power
United Devices
Distributed applications
Black-hat hackers already appreciate this (DDoS)
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SETI@home,
The Power of Distributed Processing
1 work unit = 3.1 trillion floating-point operations
700,000 work units performed per day = 20 TFLOPS
~2X speed of fastest current supercomputer
< 1% the cost of the fastest current supercomputer
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The New P2P Paradigm
P2P applications can be:
Fully P2P
P2P and client-server
Fully server based
If P2P can be fully server based,what does P2P really mean?
Peer machines can be both clients and servers
Users are both consumers and producers
“The network is the computer” --Sun Microsystems
P2P,A group of nodes actively
participating in the computing process
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The Next Big Thing:
P2P Gaming
Online gaming will be an early driver
Current gaming market in U.S,$210M
$1.8B by 2005* (>100% PA growth)
Gamers account for 10% of U.S,broadband market**
¥271B ($2.2B) industry in Japan by 2006***
>$1B industry in Europe by 2006****
114 million gamers online by 2006*****
Millions of on-line gamers in Japan and Korea
Microsoft investing $2B in XBox Live
Present online gaming mostly
client/server
Forced by insufficient IPv4 addresses
Creates bandwidth bottlenecks
* Source,NCSoft
** Source,ISP-Planet.com
*** Source,Nomura Research Institute
**** Source,ScreenDigest
*****Source,DFC Intelligence
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Barriers to P2P
Asymmetric Internet
Blame Tim Berners-Lee?
Cable modems,ADSL
Modern ISPs sometimes designed with client/server
assumptions
,Dumb” firewalls
Port 80 exploits
These must become smarter
NAT and dynamic IP addresses
P2P needs reachable hosts
IPv6 is the solution!
Security
The Internet is disgracefully insecure
IPv6 can help
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For More Information
www.openp2p.com
www.peer-to-peerwg.com
Peer-to-Peer,Harnessing the Power of
Disruptive Technologies,Andy Oram,Ed.,
O’Reilly and Associates,2001
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Thank You!
jeff@juniper.net