Setting 1.1.1.1 as the DNS server on a router will simply use the Cloudflare DNS server instead of your ISP DNS server. It improves speed and makes it harder to the ISP to track your activity, or block sites for you. But still they still see to which IP addreses you are connecting to. And anybody with your IP can see what files you are torrenting (this can be checked at iknowwhatyoudownload.com)
WARP will route all your traffic through the Cloudflare servers (like any other VPN). So your IP is hidden from the public when torrenting, and from the sites you visit. And your ISP doesn’t know what sites you are visiting
I just checked the page for my own ip, my past seedbox IP and my current seedbox IP
My current (dynamic) ISP IP: No downloads. Makes sense, as I do not have torrenting.
My historic seedbox IP: No downloads. Strange but the website claims it tracks the DHT protocol and I am pretty sure I rarely used DHT for my torrents back then
My current seedbox IP: Multiple downloads from today about me supposedly downloading XXX stuff amd various kinds of games and movies.
The site doesn’t know all shit or at least not maps it to the correct IP. I am not interested in torrenting porn anyway and if, I would probably not download it from DHT and more likely be around private trackers
I don’t torrent games ever. The only pieces of software I did are photoshop and illustrator and switch games.
Is my seedbox hacked? Not impossible. I found an open seedbox FTP connection on shodan and have the power to connect to the FTP share. Is kind of interesting to see what others download.
Your seedbox probably shares the same IP address with other people. So those xxx downloads are from them.
the DHT is just a decentralised torrent index that lists all torrents in public trackers, plus the ones seeded by people with DHT enabled in their client, iirc
You are incorrect. If you pay for a seedbox, it is almost guaranteed to be a shared box. Unless your seedbox costs you over $100/mo, you don't have exclusive control over it or the IP it uses.
Private trackers know how seedbox companies operate, therefore don't really give a shit that you're sharing an IP to seed.
There is no way they'll just make up a bunch of invoices for small developers. That would be too time consuming, plus they'd need to show reasonable effort in determining the invoice. It's best to just let the devs do all the work with the fear that an audit can cost them so much more money than they'd save if they lied.
They have telemetry. They probably know when a game is downloaded. They probably don’t know if it’s legitimate. They just auto bill based on telemetry and leave devs to dispute or suck the big one. Only effort needs to go into disputes. Big clients will obviously get quicker resolution.
No company would trust devs to be honest about downloads and it would be too expensive to verify.
They don’t need to audit much, just need a steam, epic, and itch total downloads figures.
They'd have to do best effort against charging devs for pirated copies.
Telemetry is also easily blocked. As a business, I'd trust that a lot less. It's why many enterprise licenses are simply self reported. The punishment isn't worth lying enough to make a difference.
Most companies would trust devs as the devs are not big enough to survive a legal fight they'd certainly lose with prejudice, meaning they'd pay court costs as well.
plex_debrid looks the way to go with. I was put off it because its name and I use jellyfin. Reading more closely it works with jellyfin, so cutting off the middleman (radarr) seems like a very good solution!
Is there anything special to know about it before trying myself? Any issues or roadblocks you had when setting this up?
Yeah I’ve tried it with both plex and Jellyfin. Plex has a more seamless experience with discovering new shows and movies and adding to wish list to see it available instantly. Though as I go more FOSS, I think it’s time to move back to Jellyfin. With Jellyseerr to find and request new media. It’s all pretty simple!
I use it with docker along with his fork of rclone with realdebrid support also in docker. Works great! I’d say my biggest annoyance is sometimes realdebrid gets a weird title of a show or movie which doesn’t mix well with how his rclone fork works.
His fork uses regex to parse names and move them into either a movie or tv show directory. If it can’t decide which one it belongs to it goes to a default. Plex handles this better than Jellyfin from what I remember. You would add tv and default to tv library and movie and default to movie library. Jellyfin would get confused and there’s no way to rename it or move it. You just need to find a different torrent. You can customize the regex and scraping profiles and even integrate it with torrentio.
but exciting news! on august 27 he announced the beta update for his rclone fork that will allow renaming/moving files and folders. As well as creating new folders and deleting parts of torrents instead of the whole thing. This is huge and will make operating it through Jellyfin much easier and prevent the issue I mentioned.
Interesting. I installed here but I may be doing something wrong with my setup, because just using Jellyseerr is not triggering a RD download. First, using jellyseer required radarr anyway, the setup is like following:
Jellyseer request a movie/show, put that request via radarr
radarr will try search for a torrent via indexers (not working right now)
Download via Black Hole Torrent, which is basically monitoring plex_debrid folders
Still, not working as things aren’t communicating with each other correctly and I didn’t set any indexers (or set jackett).
My setup feels wrong or too complex, can you give a bit more of details on yours? How the parts communicate? :)
Hmmm. I don’t use radarr but this is how my workflow was for Jellyfin and jellyseerr
These are the steps from his GitHub but for my Jellyfin setup.
Mount your real Debrid account via api token and rclone_RD. You know you did this right when you can browse the new realdebrid mounted directory and see all your shows and movies currently in your Debrid account.
Setup Jellyfin as normal. Making sure to setup your libraries to use the Debrid mount. So tv shows and default for tv and movies and default for movies.
Launch the plex Debrid main .py file and go through the configuration. Example:
First you choose a content service. Which for you would choose jellyseerr.
Next you need a library collection service (which might be the confusion) you do need to use either Trakt or Plex so that plex Debrid knows what you currently have in your library. Given you are doing a Jellyfin setup it’s prob best to use Trakt. Which means you need to hookup Trakt to your Jellyfin library so it knows what you already downloaded. If I’m remembering correctly this plugin is how I did this for Trakt + Jellyfin. github.com/jellyfin/jellyfin-plugin-trakt
So now when you add a request via jellyseerr plex Debrid will first scan Trakt library to see if you already have it. If it doesn’t find it then it will push your request directly into your Debrid account after scraping for the best torrent.
Next step in the plex Debrid setup is library update service. Which you can set to Jellyfin. So that once real Debrid caches your torrent it will force a refresh of your full Jellyfin library to scan for new content.
Then there’s a few optional steps I’ll explain below but last important step is for **Debrid services ** which is when you’ll tell plex Debrid what your real Debrid account is via api key.
So full workflow would be request tv show or movie via jellyseerr, which check Trakt if you have it already and if not pushes it to torrentio to find a torrent for your request. Once found it uses your Debrid api key to automatically load the torrent into real Debrid. It will wait for Debrid to finish downloading and once complete it will refresh your jelly fin library and then you can watch it
To clarify , for my identical setup you wouldn’t be using radarr or black hole. The Debrid python script takes care of that for you.
That’s really it. The rest is optional to configure. library ignore service you can use a local ignore list or a Trakt library or local file and it knows what you’ve watched and doesn’t try to get it again.
Next optional step is scraper services I usually leave this as default which will scrape using torrentio.
Awesome and thanks a lot for putting the time to explain it like this.
So for some reason I got side tracked with radarr and didn’t see the need for trackt anywhere, but that seems the missing part on all this.
This also shows up that the Plex workflow is seamless (no Overseerr/jellyseerr need, no trackt need) than jellyfin right now.
Reading plex_debrid code, it seems it has some initial code on scanning current Jellyfin library, so finishing that code could remove the need of Trackt.
Now, one advantage of using Radarr ia that it will move and rename to a standad naming the incoming files, I think that only for this feature it is worth to keep it in the workflow.
So it seems like I’ll need to fix plex_debrid to understand existing Jellyfin library and remove the need of trackt!
Awesome stuff! If you do fork or PR for seamless Jellyfin integration let me know! That’d be awesome. I know he’s been super busy lately and hasn’t been able to update as much as he wants.
Oh and because I’m recently learning to move over to NixOS (which comes prebuilt with packages for Jellyfin and jellyseerr) it has the default rclone but I’m compiling a NixOS package for his fork that I’ll push to the main repo when it’s done!
Cloudflares blog posts say so so I assume this is true but I would still recommend everyone to verify this for themselves before receiving letters from law firms.
When you visit a site that using Cloudflare, the site receives your IP address in a header. Sites not using Cloudflare do not. When torrenting, it’s possible that one of the trackers uses Cloudflare and gets your IP in that header, but it’s not a concern as other peers only receive the VPN IP.
But right now, according to this, they deny it specically: “WARP replaces your original IP address with a Cloudflare IP […]. This happens regardless of whether the site is on the Cloudflare network or not.”
I don’t know of a checker to individually verify this quickly, but I assume they say the truth.
Anyway, I think you are right in that it wouldn’t be a concern for torrenting, if it was true for the present.
Edit: I found a tool to verify this now: this http header checker is using Cloudflare according to the urlvoid scan. And I can’t see my real IP in the X-Forwarded-For and CF-Connecting-IP HTTP headers
Websites and third party services often infer geolocation from your IP address, and now, 1.1.1.1 + WARP replaces your original IP address with one that consistently and accurately represents your approximate location.
no thanks I don’t want to reveal my approximate location
rofl seriously? Not only will they charge for the installs, but they won’t even use the actual number of installs - they’ll guess? This is the most hilariously stupid business model I’ve ever heard of
All this makes a lot more sense with the lens of mobile gaming. Effort required is little, and margins are huge. If players don’t partake in microtransactions, you just bombard them with ads.
This is the future of Unity. They are counting on devs not even bothering with the whole monetization model and instead expect them to turn on IronSource ads.
I remember on the linuxcracks subreddit a couple people mentioned LinuxRulez or something. Basically games that were installable by being made into a single bash file.
Didnt know it was possible to install an entire game from an .sh file with a gui, but some talented mf did it. Thats how I pirated the sims 4 with all dlcs and it was so easy.
Yeah, and in terms of LinuxRulez, you can find their stuff on zamunda.net (use a Bulgarian proxy like nqma.net but keep in mind nqma can be finicky. And you need an account for zamunda. Don’t use a password you’ve used anywhere else, I wouldn’t trust them with it).
If Jellyfin would do such stupid thing, somebody would fork it to a new project
in fact this did already happened in the past: Jellyfin was forked of Emby after they changed their license
Sci-Hub stopped adding new articles since its court case and Z-Lib had most of its domains seized by the US. I didn’t say they were dead, but tried to convey that they were attacked and forced to either cease their operations or shrink significantly.
If you want 90% of the stuff indexed on pirate sites is dead or with only 1 seed, I haven’t found tools that take it automatically.
But there is this initiatives for books, books or paid courses are more subject to copyright strikes than entertainment material, therefore more difficult for students or workers to find.
Nah, unity is/was a good engine. The reason why it has a bad reputation is for the same reason that Game maker used to have a bad reputation. Almost everyone who’s learning how to make games uses Unity because it’s easy to use, is extremely well documented, and has a massive store full of add-on scripts, programs, model sets, etc. As such, all the poorly optimized games and 0-effort asset flips end up being made in unity (though I’ve seen some unreal games that make even the most poorly optimized Unity game look good). The result? Even though there are a number of high-quality, highly-regarded games that use unity, it has a reputation for being a shitty engine.
Don’t believe me? Keep an eye on Godot or Unreal. If unity sticks to their new license, then it’s highly likely that one of those engines will become the new “newbie engine” and gain a reputation for being shitty.
I disagree. I’ve been/am working on several pretty large projects in Unity (some of them sold hundreds of thousands copies), and especially once you start porting to consoles, the experience goes to shit. Their support is vague, documentation is plainly wrong in some places - I’ve once spent few days figuring out how to use a documented and explained feature, only to find out later that there’s a closed few years old bug on their issue tracker that it’s actually not supported, and the documentation only does not explains it very well. (The feature was multiple hits per single Raycast in jobs, here are the docs. According to the bug resolution, only one hit per ray is supported, and the docs only don’t explain it very well. The docs are still the same.)
You also inevitably run into issues that you simply don’t have in other engines - it’s closed source. You have no idea how is something implemented, or whether something isn’t working because you are doing it wrong, or if it’s Unity bug/fault. In Unreal, if something doesn’t work, you can always just check the engine code, and either fix it yourself, or better understand why it’s not working. If you need to slightly modify some engine behavior, you’re out of luck with Unity - you have to resort to ugly hacks that sometimes work, but usually at a cost. In Unreal, you just modify the engine code and be done with it.
Trusting Unity with any feature is also a gamble. Have you started developing a multiplayer game on Unet? Tough, we don’t want to support that anymore. But, we will create a better multiplayer system, just wait for it! Then they removed Unet, and the new networking relacement is widely regarded as pretty much unusable - or at lest it was last time I checked. Thankfully, there are a few amazing open source networking addons.
In general, while Unity is an ok-ish game engine for smaller hobby projects (but for that, Godot is better), it’s really an awful and frustrating experience once your project size grows and you need to build bigger games, or if you start porting your games to consoles.
And it’s also really apparent from the way they communicate and threat you company that they don’t give a fuck and only want your money.
According to what Unity reps said elsewhere, they have no way of knowing what’s a bought install, what’s a demo, what’s a charity bundle, what’s a pirated install, and what is someone loading a webpage with a WebGL program integrated (every page view = 1 install).
Instead, they want to estimate how much people owe them. Using secret methods with no accountability.
Exactly. To me, this explanation sounds like they’ll just magically estimate the numbers without really being able to prove it. And that sucks.
However, we can be sure that developers will have their own analytics, that are probably way more accurate and they know exactly how many people have played or installed their game. And I’m betting that this number will be a lot smaller than the Unity “estimation”, and people will get even more angry.
Doesn’t matter. Regardless of what Unity said their “Enterprise” plan was, it doesn’t matter.
B2B deals just work differently since both companies have more at stake. If a company like EA used Unity, there is no way Unity would want to lose that contract and EA couldn’t afford to drop Unity. Large companies will likely go through a few short renegotiation meetings, if that.
Plus, lawyers. If Unity even tries to force this on its larger customers, they are going to be hauled into court and most likely lose. When they lose, Unity will likely be liable for court costs as well.
I hoped that memes stay out of here, but that ship sailed. Perhaps Lemmy will allow people to tag posts in the future, so people like me can exclude memes from community feeds.
piracy
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