If I really like a book or series and there are parts that are very dry to me, I just skim to see if there's anything I might miss. I rarely have to backtrack.
I normally buy them on release day if it looks like a game i want to play. The bugs don't seem to bother me that much and I dont come across as many spoilers that way.
I'm a programmer myself, and it's interesting for me to think about some bugs. Maybe that's part of the reason why I don't understand all of the hate.
The goal is to mitigate attacks, it costs a lot of money to purpose build world spanning networks than can absorb large amounts of traffic. P2P type options are not a good fit.
I read down the list afterwards and found it was using Rust. I skimmed through the source and it is well organized, but would still take quite a while to get up to speed on.
I saw unit and integration tests. It might be beneficial to generate or capture some data to replay to simulate the load and add debugging. I don't know much about the abstraction layers. I did see opentelemetry, which is a project I got frustrated with on the lack of stability (fast changes on api).
I have only dabbled with Rust to test the waters. The largest thing I've made was a GUI snake game, and made it portable so it could be compiled for cross platform.
I haven't checked into the code yet, but I imagine you can map out what all is in memory and force more aggressive garbage collection to find some middle ground.
If I really like a book or series and there are parts that are very dry to me, I just skim to see if there's anything I might miss. I rarely have to backtrack.