> He has stated that the network does not allow "P2P applications" running
> Freenet
> as pure darknet will technically be "F2F", now we can start arguing whether
> F2F
> is a subset of P2P or a distinctly different thing. But if we accept that
> F2F
> and P2P are different, then people who haven't enabled Opennet are actually
> not
> violating that particular network's guidelines.
>
> Actually, darknet peers inside LAN are not violating ToS, because the
inside-network traffic is not an issue. The actual problem is that a bunch
of p2p users seeding and leeching from internet can consume every possible
bit of channel available on the ISP's connection.  That's why they are
illegal. The traffic for each user is virtually unlimited, but if you do the
math, you will see that without p2p you just can not consume even 2 mbit/s
channel, and we provide 10 mbit/s. Thus, when the user is downloading
something big from time to time - it works just nice. But when he fills up
at list 5 mbit/s with 24/7 p2p exchange the traffic utilization is much
bigger than it should be. I have proposed to the managers that we allow p2p
for extra charge (or with limited QoS), but they have decided that it will
not work out (all that piracy stuff is still an issue).

Online gamers are not always client-server. I have stated spring as a
typical random-server udp-based game (ta-spring.com), the Company Of heroes
also works similarily - host is a random node, and all nodes are
interconnected.
Indeed, 24x7 active connections can be suspicious, so I hope you will
counter this problem so that I don't bother setting up filter. I suggest
breaking every single connection that lasts for more than 1 hour, if it is
not unique, and then reconnecting after random delay.

PS: fuck bosses, I run freenet node myself=)
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