Havana Gamers Wire Citywide Intranet to Bypass State Telecom Monopoly

Cuba's Underground Gaming Network — Cloth Map

Cloth Map

Havana's 20,000-user grassroots network survives state scrutiny as an open secret because volunteer administrators strictly prohibit commercial activity and political dissent.

AI-assisted summary of Cuba's Underground Gaming Network — original source. Check the original for full context.

Source published:

Key ideas

  • State-run internet in Cuba, managed by monopoly ETECSA, costs roughly 1 CUC per hour via public Wi-Fi parks, an exorbitant rate against average monthly salaries of $25 to $50. (1:14)
  • Havana gamers built SNET ('Street Network'), an offline, citywide grassroots intranet linking an estimated 20,000+ users via line-of-sight Ubiquiti NanoStations and sprawling rooftop Ethernet cables. (3:46)
  • SNET operates as an isolated community web without broad internet access, hosting local matchmaking servers, community forums, soccer news hubs, and its own classifieds and 'Cuban Facebook.' (14:59)
  • The network enforces strict self-governance, permanently banning commercial monetization and cheating, while relying on travelers and sneakernet downloads to import software and hardware into the island's gray market. (8:56)

Detailed notes

## Background Published on YouTube by the travel and gaming channel Cloth Map on April 6, 2018, this documentary is hosted by Drew Scanlon. According to the page description, while Cuba has officially joined the global network, prohibitively high prices have driven Havana's citizens to construct their own alternative digital infrastructure.

## TL;DR Host Drew Scanlon examines internet access in Cuba, contrasting costly, identity-tracked state Wi-Fi parks with SNET ('Street Network'), an expansive, citizen-engineered offline intranet spanning Havana. Connecting over 20,000 users through rooftop NanoStations and sprawling Ethernet cables, the community-run network operates without an active internet connection to deliver local multiplayer gaming, social forums, and peer-to-peer file sharing. By strictly enforcing non-commercial rules and avoiding political interference, the network's volunteer administrators maintain a delicate, quasi-legal coexistence with local authorities.

## Atmosphere & style The presentation blends curious, boots-on-the-ground travel journalism with the resourceful, nostalgic energy of early PC LAN culture. Drew Scanlon's easygoing, inquisitive dynamic with local guides and administrators demystifies Cuban daily life, shifting the narrative from geopolitical stereotypes to human ingenuity. Visually and emotionally, tracing weathered blue network cables across sunlit Havana rooftops and inspecting plastic-bag-wrapped antennas evokes a genuine admiration for grassroots community resilience.

## Bulletin - [01:14](https://www.youtube.com/watch?v=lEplzHraw3c&t=74s) State-run internet in Cuba, managed by monopoly ETECSA, costs roughly 1 CUC per hour via public Wi-Fi parks, an exorbitant rate against average monthly salaries of $25 to $50. - [03:46](https://www.youtube.com/watch?v=lEplzHraw3c&t=226s) Havana gamers built SNET ('Street Network'), an offline, citywide grassroots intranet linking an estimated 20,000+ users via line-of-sight Ubiquiti NanoStations and sprawling rooftop Ethernet cables. - [14:59](https://www.youtube.com/watch?v=lEplzHraw3c&t=899s) SNET operates as an isolated community web without broad internet access, hosting local matchmaking servers, community forums, soccer news hubs, and its own classifieds and 'Cuban Facebook.' - [08:56](https://www.youtube.com/watch?v=lEplzHraw3c&t=536s) The network enforces strict self-governance, permanently banning commercial monetization and cheating, while relying on travelers and sneakernet downloads to import software and hardware into the island's gray market.

## Key takeaways - [00:00](https://www.youtube.com/watch?v=lEplzHraw3c&t=0s) Public Wi-Fi access points in municipal parks serve as the primary gateway to the internet in Cuba due to the extreme rarity of in-home broadband. - [01:14](https://www.youtube.com/watch?v=lEplzHraw3c&t=74s) Official ETECSA scratch cards cost 1 CUC per hour and must be tied to a Cuban citizen's national ID, creating a self-policing mechanism for online activity. - [06:09](https://www.youtube.com/watch?v=lEplzHraw3c&t=369s) SNET originated from informal LAN parties where players carried heavy PC towers through night streets, occasionally facing police questioning over undocumented hardware. - [03:46](https://www.youtube.com/watch?v=lEplzHraw3c&t=226s) The backbone of SNET relies on long-distance, line-of-sight wireless relays using NanoStation transceivers—often protected with plastic bags—bouncing signals from central server clusters across Havana's skyline. - [03:46](https://www.youtube.com/watch?v=lEplzHraw3c&t=226s) Volunteer network administrators maintain individual district nodes that connect hundreds of users through hardwired Ethernet cables strung over rooftops and balconies. - [06:09](https://www.youtube.com/watch?v=lEplzHraw3c&t=369s) SNET operates as a non-commercial, community-funded entity that charges minimal dues solely to replace hardware damaged by tropical storms or lightning strikes. - [08:56](https://www.youtube.com/watch?v=lEplzHraw3c&t=536s) Commercial exploitation and cheating in multiplayer games are met with strict penalties, ranging from temporary suspensions to permanent expulsion from the network. - [08:56](https://www.youtube.com/watch?v=lEplzHraw3c&t=536s) Because direct game downloads over the state network are prohibitively slow and expensive, new titles are manually transferred via sneakernet onto SNET and shared peer-to-peer. - [13:28](https://www.youtube.com/watch?v=lEplzHraw3c&t=808s) The intranet replicates offline versions of standard internet services through the Henetica portal, including matchmaking lobbies for games like World of Warcraft and Call of Duty. - [14:59](https://www.youtube.com/watch?v=lEplzHraw3c&t=899s) SNET features localized social infrastructure, including sports discussion boards, a platform known as 'Cuban Facebook,' and classifieds used to trade cars, parts, and networking gear. - [16:30](https://www.youtube.com/watch?v=lEplzHraw3c&t=990s) State electronics stores offer low-tier computer peripherals alongside home appliances, driving users to rely on SNET classifieds and gray-market imports brought by international travelers. - [16:30](https://www.youtube.com/watch?v=lEplzHraw3c&t=990s) Cuban authorities treat SNET with informal tolerance—akin to 'alcohol in a paper bag'—permitting it as long as administrators avoid political dissent and commercial profit.

## Detailed walkthrough ### [00:00](https://www.youtube.com/watch?v=lEplzHraw3c&t=0s) Introduction to Cuba's Connectivity

Drew Scanlon introduces the journey through the lens of video games, supported by patrons via Patreon. Despite lying barely 100 miles off the southern tip of Florida, Cuba is often stereotyped by outsiders as an isolated, frozen-in-time society resembling a Caribbean North Korea. While Havana's streets are filled with classic 1950s American cars—a direct consequence of decades of strict trade embargoes—the nation is gradually stepping into modern digital life.

Cuba does have an internet infrastructure, though in-home broadband remains exceptionally rare. Most citizens seeking online connectivity gather at public access points scattered across municipal parks and state-run buildings. At any hour of the day or night, groups of people can be found huddled outdoors over their mobile devices or laptops.

[01:14](https://www.youtube.com/watch?v=lEplzHraw3c&t=74s) The Reality and Cost of State-Run Internet

Connecting to Cuba's public Wi-Fi requires navigating a captive portal managed by the state telecommunications monopoly, ETECSA. Drew's local guides, Alfredo and Carolina, lead him to an official ETECSA storefront to purchase a prepaid access card granting five hours of access. Because cards must be tied directly to a Cuban citizen's official registry, Carolina presents her national identification card and pays the official fee of 5 CUC (convertible pesos). Outside the shop, street scalpers offer the same cards at double the price to help customers bypass the government identification rule.

```mermaid flowchart LR accTitle: ETECSA Public Wi-Fi Access Flow accDescr: Diagram illustrating the official process of purchasing and logging into Cuba's state-run internet. subgraph Acquisition["Card Acquisition"] A["Cuban Citizen ID"] --> B["Pay 5 CUC at ETECSA"] B --> C["Prepaid Scratch Card<br>(5-Hour Limit)"] end subgraph Connection["Network Login"] C --> D["Connect to 'WIFI_ETECSA'"] D --> E["Captive Portal Login<br>(Username & Password)"] E --> F["Full Web Access<br>(Self-Policing Identity)"] end ```

The scratch card provides a long numeric username and password. While speeds are modest and video streaming on platforms like YouTube is noticeably slow, Drew notes with surprise that the web connection gives access to the open internet—including services like Facebook and Instagram—rather than a sanitized, state-approved intranet. However, this freedom comes with a significant privacy compromise. When Drew asks whether the card restricts him from viewing sensitive political material, Carolina explains the real mechanism of control: “Yeah, it will, but it will go directly to my ID.” Drew observes that tying each session directly to a citizen's official identity is “enough, it seems, to keep the whole thing self-policing.”

- Prepaid internet access costs roughly 1 CUC per hour, an exorbitant price in a country where typical monthly earnings range between $25 and $50. - Mobile phones have limited cellular data, mainly restricted to state-managed email, making public Wi-Fi parks the primary gateway to the wider web.

[03:46](https://www.youtube.com/watch?v=lEplzHraw3c&t=226s) Discovering SNET: Havana’s DIY Intranet

Because public Wi-Fi is expensive and requires sitting in public squares, gamers in Havana built their own massive alternative: SNET (short for "Street Network"), a completely decentralized, grassroots intranet spanning the entire city. Jesus, a local network administrator, and his friend Roberto demonstrate the architecture from a rooftop.

The backbone relies on line-of-sight wireless transmissions originating from a cluster of central servers known as *Henetica*. Using directional wireless transceivers called NanoStations—often wrapped in plastic bags to shield them from tropical rain—administrators establish a relay system across Havana's skyline. As Roberto explains, “The signal with the current equipment isn't strong enough to broadcast to everybody. So, what they do is they send the signal and bounce from here to there, so it can get to the whole city and everybody can stay connected.”

Jesus’s rooftop node alone supports 250 users and bridges 12 secondary relay towers. Those who cannot afford NanoStation hardware or lack line-of-sight clearance run long stretches of Ethernet cables over rooftops, balcony railings, and alleyways to link directly into nearby hubs. When new users wish to join, they mount their own NanoStation, build an antenna pole, and begin bridging further neighbors down the line.

```mermaid flowchart TD accTitle: SNET Network Hierarchy accDescr: Flowchart illustrating how SNET distributes signal from central servers down to individual users across Havana. subgraph Backbone["Signal Origin"] H["Henetica Server Cluster"] end subgraph Distribution["Relay System"] H -->|"Long-Distance Wireless"| N1["Master Rooftop Node<br>(NanoStation Relay)"] N1 -->|"Wireless Bridge"| T1["12 Secondary Towers / Sub-Nodes"] end subgraph EndUsers["Client Access"] N1 -->|"Direct Wi-Fi"| W1["Local Wi-Fi Clients"] N1 -->|"Ethernet Cables"| C1["Hardwired Local Users"] T1 -->|"Extended Coverage"| C2["Neighborhood Clusters<br>(~250+ Users per Master Node)"] end ```

[06:09](https://www.youtube.com/watch?v=lEplzHraw3c&t=369s) The LAN Party Origins and Legal Status of SNET

Roberto reminisces about the humble beginnings of Cuba's underground networking scene. Before citywide wireless links were established, gaming was strictly confined to physical LAN gatherings:

> “When I was connected, we were like eight people and it was all by cable. There was no wifi. Before there was the cable, we would have to carry our computer, our PC, and go to a place, a house, anybody's, other house. So we would play, connected by small cables and little switch of eight ports. Everybody connected. Cable everywhere. The machines were old. Super Old. It was amazing.”

These late-night gaming sessions often drew suspicion. Roberto recounts finishing a session at four or five in the morning, hauling heavy desktop towers through the dark streets, only to be stopped by police officers who assumed they had burglarized a home. The officers demanded ownership papers for the hardware, leading to hours of tense questioning because informal, undocumented computer hardware rarely had official retail paperwork. Later, when operators began stringing cables across municipal rooftops without permits, they faced legal resistance. Over time, the network obtained quasi-legal tolerance: administrators applied for permits and received government documentation authorizing the cables, granted on the explicit understanding that the network is non-commercial and strictly intended for community gaming.

Roberto emphasizes that the entire enterprise operates strictly without profit. The minor dues collected from participants go exclusively toward replacing hardware fried by tropical lightning strikes or subsidizing cable runs to bring distant, low-income users into the fold.

[08:56](https://www.youtube.com/watch?v=lEplzHraw3c&t=536s) Software Administration, Governance, and Sneakernet Distribution

Inside Jesus’s home office, the operational hub of the node comes into focus. Communication throughout SNET is coordinated via a legacy local-area chat application called BORGChat. On Jesus's monitor, proprietary network management software displays active and dormant NanoStation links across the district, highlighting connection health and mapping outward in radial arcs toward neighboring districts and river valleys.

System stability requires constant vigilance. Faulty cabling or misconfigured computers on a distant branch can loop back and degrade the entire sector, forcing administrators to isolate problematic nodes until local repairs are completed.

Because SNET is an isolated community network, user behavior and rules are strictly maintained by community-appointed volunteer admins: - **Commercial Bans:** Commercial activity or monetizing access for personal gain triggers an immediate and permanent expulsion (*“bañamos”*). - **Game Admins:** Dedicated administrators oversee popular titles like *Call of Duty* and *World of Warcraft*, utilizing volunteer teams to detect aimbots and cheats to ensure fair play. - **Cheating Penalties:** First-time cheaters receive temporary bans lasting a month or two; habitual offenders face complete exile from the network.

Because SNET does not connect to the broader internet, getting new games onto the network requires a manual distribution chain. Whenever a Cuban resident secures access to an unmetered, high-speed external connection, they download a game installation and transfer it physically to the intranet. From there, it is shared peer-to-peer across SNET, machine-to-machine. Roberto points out that downloading large files through standard Cuban internet is unfeasible: “We don't just go and download one game because downloading one game, here, one gigabyte, long time downloading that.”

Walking outside, Drew and the crew follow the physical blue category cable stretching from Jesus’s roof down across residential walls, tracing how the DIY infrastructure winds through Havana's streets, house by house.

[13:28](https://www.youtube.com/watch?v=lEplzHraw3c&t=808s) Expanding SNET: Nodes, Switches, and Gaming Portals

As SNET spreads across Havana, individual nodes connect into switches that link more and more households together. Estimates suggest that SNET serves well over 20,000 users across the city. While guiding Drew through the neighborhood, Roberto points out a nearby spot where law enforcement once intercepted them, remarking, “We were walking over here and police stopped us right there. It was very funny.” He traces the physical infrastructure to the point where Jesus's portion of the network terminates: “From this point further, other people control the network.” Despite the shift in local administration, it remains one continuous, interconnected system.

```mermaid flowchart TD accTitle: SNET Network Hierarchy accDescr: Diagram illustrating how local administrator nodes feed into switches, connecting end users to local gaming portals and community services. subgraph Infrastructure["Physical Distribution"] A["Core Node / Jesus's Segment"] -->|"Ethernet / Bridges"| B["Switch / Butty's Node"] B --> C["Local End Users"] end subgraph Services["Henetica Platform (Offline SNET)"] C --> D["Henetica Web Portal"] D --> E["Game Matchmaking Lobbies"] D --> F["Community Forums & Football News"] D --> G["Cuban Facebook & Classifieds"] end ```

The next relay point is maintained by Dariel, an administrator known by his alias "Butty." Butty is an avid PC gamer who manages to stay current on modern console titles like the latest *The Legend of Zelda*, even though he does not own a console. Because dedicated gaming hardware is prohibitively expensive in Cuba, PCs dominate the scene. Through community portals like Henetica, players access local matchmaking servers for multiplayer games like *World of Warcraft*—an impressive feat given that the network operates entirely offline without an actual Internet connection. Henetica features a front-end portal where clicking on a game title brings players into a waiting lobby. As Roberto explains, “And when the room is full, the game starts.”

- SNET serves an estimated community of over 20,000 people. - PC gaming serves as the primary platform due to the high retail costs of consoles. - The Henetica portal organizes multiplayer match lobbies, hosting titles like *World of Warcraft* locally.

[14:59](https://www.youtube.com/watch?v=lEplzHraw3c&t=899s) The Offline Web: Football, Social Networks, and Classifieds

SNET replicates much of the modern web entirely within its offline intranet. Roberto demonstrates a community sports hub featuring scores, match updates, and a post-game discussion chat room: “We have a football page where you can go and see the latest news from games and players.” He also points out "Steam SNET," a service being developed to host matches for football simulation titles like *FIFA* and *Pro Evolution Soccer*, alongside a general social platform that Roberto describes simply: “This is like Facebook for SNET. Cuban Facebook.”

Beyond entertainment, SNET hosts its own Craigslist-style classifieds system where participants trade everything from cars to networking hardware. Jesus and Butty take time to admire high-grade CAT6 Ethernet cables listed on the site, which also frequently features antennas, switches, and Ubiquiti NanoStations needed to construct new SNET nodes. When Drew asks whether official brick-and-mortar stores offer these accessories, Roberto notes that state-run shops have limited, substandard inventory and inflated prices: “The electronic stores here, they sell little Logitech mouse. They're white, they get yellow, and.. bad. It's bad.” Visiting a state-run store, the production crew observes barebones computer keyboards backed by a 30-day guarantee displayed right next to hair curlers and kitchen ovens.

- Henetica hosts specialized discussion boards, live match chat rooms, and a dedicated social networking platform dubbed "Cuban Facebook." - Classified boards allow users to list physical goods, automotive vehicles, and critical networking gear like switches and NanoStations. - Official state electronics retailers stock scarce, low-tier peripherals alongside unrelated domestic appliances like ovens and hair curlers.

[16:30](https://www.youtube.com/watch?v=lEplzHraw3c&t=990s) Gray-Market Hardware and the "Paper Bag" Economy

Because official channels are severely limited, the SNET classifieds board functions as the primary marketplace for hardware and physical media. Users post photos, item descriptions, asking prices, and phone numbers directly to the site: “You can buy anything in this page. A car, whatever.” Consoles generally appear at roughly US retail prices, putting them out of reach for average Cuban incomes. Physical games and components are typically brought into the country by travelers returning from abroad who purchase them cheaply to resell locally.

When Drew asks about the legality of importing games to sell for personal profit, Roberto explains the gray-market reality: “Yeah, it's not really a felony, per se. But it must be illegal. But they just don't care.” As long as imports look like personal possessions, customs authorities look the other way. Drew reflects on how the Cuban government treats SNET as an open secret: as long as network administrators refrain from anti-government activity or commercial abuse, authorities tolerate its presence. Drew characterizes this informal tolerance as the “alcohol in a paper bag of connectivity”—a community-funded, volunteer-built network providing vital communication and shared play entirely free of charge.

- Physical games and hardware are brought in by international travelers taking advantage of lower prices abroad. - Sellers list their phone numbers and items directly on SNET classified boards without interference from authorities. - SNET operates on an unpaid, volunteer-driven model focused on mutual cooperation and local connectivity.

[18:27](https://www.youtube.com/watch?v=lEplzHraw3c&t=1107s) The Cloth Map Series and Channel Outro

Drew introduces this Havana network feature as the first entry in Cloth Map's dedicated documentary series exploring Cuba. Upcoming videos in the pipeline include a deep dive into the street games and athletics ingrained in Cuban culture—featuring locations like Havana's Sports City—along with cross-country thematic interviews connecting Cuba to past Cloth Map journeys.

Drew addresses the audience to explain how independent patron funding powers the channel's travel operations:

> “Regular folks just like you contribute a few bucks a month to keep Cloth Map going. Their support helps pay for flights, lodging, guides, translators, camera operators, editors, music licensing, and more.”

He invites viewers who care about global human stories and grassroots communities to join the channel's Patreon community for extended cuts, travelogues, and production updates.

## Mentioned Drew Scanlon, Joey Fameli, Jeremy Jayne, Alfredo, Carolina, Jesus, Roberto, Dariel, ETECSA, Cloth Map, Patreon, SNET, Henetica, Ubiquiti NanoStation, BORGChat, Call of Duty, World of Warcraft, The Legend of Zelda, FIFA, Pro Evolution Soccer, Facebook, Instagram, YouTube, Logitech, Steam, Havana, Cuba

## Video description Cuba has joined the global network, but high prices have driven Havana's citizens to construct their own.

SUPPORT US ON PATREON! https://patreon.com/clothmap Patrons get early access to videos, extended cuts, behind-the-scenes notes and documents, producer credits, live stream chat, and the ability to vote where Cloth Map goes next!

CAMERA BY Joey Fameli: https://twitter.com/joeyfameli

EDITING BY Jeremy Jayne: https://twitter.com/adackmusic

CLOTH MAP MERCH: https://store.clothmap.co

GEAR WE USE: https://clothmap.co/gear

MUSIC BY AUDIO NETWORK Viva Latina: https://www.audionetwork.com/browse/m/track/viva-latina_31438 Midnight Cafe: https://www.audionetwork.com/browse/m/track/midnight-cafe_60193 Hazy Dreams: https://www.audionetwork.com/browse/m/track/hazy-dreams_148294 With You: https://www.audionetwork.com/browse/m/track/with-you-2_98447 Pimps And Hustlers: https://www.audionetwork.com/browse/m/track/pimps-and-hustlers-2_63899 Mambolya: https://www.audionetwork.com/browse/m/track/mambolya_114793

#CLOTHMAPPING around the Internet Twitter: https://www.twitter.com/clothmap Instagram: https://www.instagram.com/clothmap YouTube: https://www.youtube.com/clothmap Patreon: https://patreon.com/clothmap Patrons get exclusive access to the Cloth Map Discord channel!

[Source](https://www.youtube.com/watch?v=lEplzHraw3c)

中文简报

哈瓦那玩家架设覆盖全城的局域网,绕开国有电信垄断 哈瓦那拥有2万名用户的草根网络作为公开的秘密在政府审查下得以留存,源于志愿者管理员严禁商业活动与政治异议。 主持人德鲁·斯坎伦(Drew Scanlon)考察了古巴的互联网接入现状,将收费高昂且受身份追踪的国有Wi-Fi公园,与横跨哈瓦那、由民间自主搭建的大型离线局域网SNET(“街头网络”)进行了对比。该社区运营的网络通过屋顶NanoStation设备和纵横交错的以太网线连接了超过2万名用户,在没有可用互联网连接的情况下提供本地多人游戏、社交论坛以及点对点文件共享。通过严格推行非商业化规则并杜绝政治活动,该网络的志愿者管理员得以与地方当局维持着一种微妙的半合法共存状态。 古巴由垄断企业ETECSA运营的国有互联网在公共Wi-Fi公园的收费约为每小时1 CUC,相对于当地25至50美元的平均月薪而言极其昂贵。 (1:14) 哈瓦那玩家搭建了名为SNET(“街头网络”)的离线全城草根局域网,通过视距Ubiquiti NanoStation无线设备和密布于屋顶的以太网线,连接了预估超过2万名用户。 (3:46) SNET作为独立的社区网络运行,没有接入广阔的互联网,内部托管着本地对战服务器、社区论坛、足球资讯中心,以及专属的分类信息站点和“古巴版Facebook”。 (14:59) 该网络实行严格的自我治理,永久封禁商业牟利和作弊行为,同时依靠旅客和“便携式数据载体传输”(sneakernet)下载方式,将软件与硬件引入岛内的灰色市场。 (8:56)

Detailed notes — zh

## Background 本视频由探险与文化频道 Cloth Map 于 2018 年 4 月 6 日发布在 YouTube 平台。视频简介指出,尽管古巴已经开始接入全球互联网,但高昂的上网资费迫使哈瓦那市民亲自动手搭建属于自己的地下网络。 ## TL;DR 在古巴,昂贵的公共 Wi-Fi 与严苛的实名监管让普通市民难以承受日常上网及联机娱乐的成本。面对这一困境,哈瓦那的科技爱好者与游戏玩家自发搭建了名为 SNET(Street Network)的巨型离线局域网,利用天台上的 NanoStation 无线设备和密布于街区的以太网线连接了超过两万名用户。该网络不仅支持《魔兽世界》等游戏的局域网联机,还催生出本土化的社交平台、聊天系统与二手交易集市。在这片非营利且游走于法律灰色地带的网络空间中,古巴民众凭借草根智慧与互助精神,创造出了高度自律且充满活力的数字社区。 ## Atmosphere & style 整部纪录片洋溢着好奇、真实且略带冒险色彩的街头探索氛围,镜头游走于穿梭着老爷车的哈瓦那老街与布满蓝色线缆的民房天台之间。主持人 Drew 与本地向导、网络管理员之间的交流真诚自然,既有谈及早年抱着电脑躲避警察巡查时的会心大笑,也有对物资匮乏现实的无奈感慨。影片传达出一种温暖而坚韧的人文情怀,生动展现了普通人在重重限制下为了连接彼此而迸发出的非凡创造力。 ## Bulletin - [00:00](https://www.youtube.com/watch?v=lEplzHraw3c&t=0s) 面对每小时 1 美元(相当于当地月收入 25 至 50 美元的数个百分点)的高昂公共 Wi-Fi 资费与严格的实名监控,哈瓦那市民自发搭建了覆盖超 20,000 人的民间离线大局域网 SNET(Street Network)。 - [03:46](https://www.youtube.com/watch?v=lEplzHraw3c&t=226s) SNET 依托屋顶 NanoStation 无线网桥设备的中继跳接与密集悬挂的以太网线贯通全城,核心发射塔单点可直连约 250 名用户并级联 12 座次级发射塔。 - [14:19](https://www.youtube.com/watch?v=lEplzHraw3c&t=859s) 该网络完全独立于国际互联网运行,内部搭载了 Henetica 服务门户,不仅支持《魔兽世界》和《使命召唤》等局域网联机,还催生了古巴本土版的 Facebook、聊天室以及二手交易平台。 - [16:43](https://www.youtube.com/watch?v=lEplzHraw3c&t=1003s) SNET 维持着严苛的非营利性公积金模式并严惩外挂与商业倒卖,古巴官方在非盈利与娱乐属性的前提下对其采取了如同“纸袋装酒”般心照不宣的默许放行态度。 ## Key takeaways - [00:00](https://www.youtube.com/watch?v=lEplzHraw3c&t=0s) 古巴官方由 ETECSA 运营的公共 Wi-Fi 资费为 5 CUC / 5 小时,相较于当地每月仅 25 至 50 美元的平均收入极为昂贵,黄牛代购价格更翻倍至 10 CUC。 - [00:00](https://www.youtube.com/watch?v=lEplzHraw3c&t=0s) 官方网络访问必须绑定公民身份证登录,这种实名追踪机制使用户在浏览敏感话题时形成无形的自我审查,同时也限制了高频的联机游戏需求。 - [03:46](https://www.youtube.com/watch?v=lEplzHraw3c&t=226s) 哈瓦那年轻人自发建立的 SNET 网络通过天台 NanoStation 无线定向天线多级中继跳接,在整个城市空间形成了高韧性的去中心化拓扑。 - [03:46](https://www.youtube.com/watch?v=lEplzHraw3c&t=226s) 为了克服设备短缺与多雨气候,天台上的天线常年包裹黑塑料袋防水,无法负担无线设备的用户则通过密集跨越街区的蓝色以太网线直接接入主节点交换机。 - [06:35](https://www.youtube.com/watch?v=lEplzHraw3c&t=395s) SNET 最初起源于玩家半夜抱着笨重台式机和 8 口交换机走街串巷通宵连机的草根极客文化,早期曾因携带多台无发票电脑而引发警方盘查与误会。 - [06:35](https://www.youtube.com/watch?v=lEplzHraw3c&t=395s) 网络向官方申请了准许执照并保持合法生存的核心红线是:绝对严禁商业盈利,微薄收费仅作为公积金用于雷击设备维修及补贴偏远贫困玩家接线。 - [08:56](https://www.youtube.com/watch?v=lEplzHraw3c&t=536s) SNET 运维依托局域网聊天软件 BORGChat 和集中监控面板,需随时应对下层网线环路或病毒故障导致信号回溯倒灌、瘫痪主塔的网络风暴风险。 - [08:56](https://www.youtube.com/watch?v=lEplzHraw3c&t=536s) 社区对外挂作弊与商业倒卖采取零容忍态度,设有专属志愿管理员巡查,违规者会被封禁或永久踢出网络(bañamos),丧失联机游玩的唯一通道。 - [08:56](https://www.youtube.com/watch?v=lEplzHraw3c&t=536s) 由于脱离国际互联网,大型游戏资源依赖肉身从外部网络下载后带回的“人肉网络”(Sneaker-net),并在内网高速共享分发。 - [14:19](https://www.youtube.com/watch?v=lEplzHraw3c&t=859s) 受限于主机高昂的进口售价,古巴游戏生态以 PC 为绝对主力,脱机版《魔兽世界》私服在玩家社群中享有极高普及率。 - [14:19](https://www.youtube.com/watch?v=lEplzHraw3c&t=859s) SNET 不仅仅是游戏联机网,更依托 Henetica 门户构建了涵盖足球资讯板块、Steam SNET、社交系统和类似 Craigslist 的综合数字化社区。 - [15:32](https://www.youtube.com/watch?v=lEplzHraw3c&t=932s) 国营电子商店货品匮乏且质量低劣,SNET 的线上交易区承担了流转 NanoStation、交换机、网线外设乃至汽车房产的核心民间市场职能。 - [16:43](https://www.youtube.com/watch?v=lEplzHraw3c&t=1003s) 硬件设备与正版游戏多由出境人员肉身加价代购带回,官方对这种处于法律灰色地带的小额转售行为长期采取睁一只眼闭一只眼的默许态度。 - [17:58](https://www.youtube.com/watch?v=lEplzHraw3c&t=1078s) SNET 展现了古巴市民在物资技术匮乏与政策红线双重挤压下,纯粹依靠社区互助与极客精神自建基础设施所迸发出的自治创造力。 ## Detailed walkthrough ### [00:00](https://www.youtube.com/watch?v=lEplzHraw3c&t=0s) 古巴的互联网现状与公共 Wi-Fi 热点 尽管古巴距离美国佛罗里达州的最南端仅有大约 100 英里,但在许多人的印象中,它依然是一个与世隔绝、宛如“加勒比海版朝鲜”的地方。漫步在哈瓦那街头,随处可见因长期贸易禁运而得以保留至今的老式经典老爷车,整座城市仿佛停留在 20 世纪 50 年代的时间胶囊里。然而,古巴正在缓慢融入 21 世纪,其中最显著的标志就是互联网的出现。虽然私人家庭宽带依然极为罕见(据称每年都在逐步推广),但普通古巴民众主要依靠设在公园或公共建筑周边的公共无线热点上网。在哈瓦那街头,无论白天还是深夜,总能看到成群结队的人低头盯着手机屏幕,偶尔也有人捧着笔记本电脑。 要在古巴连接互联网,用户必须通过大家在机场免费 Wi-Fi 中常见的强制认证门户(Captive Portal)。在向导阿尔弗雷多(Alfredo)和卡罗琳娜(Carolina)的带领下,主持人前往古巴国有电信公司 ETECSA 经营的一家小营业厅购买上网卡。由于每张卡都必须绑定古巴公民身份,卡罗琳娜出示了自己的身份证并支付了 5 CUC,买下了一张包含 5 小时上网时长的充值卡;而在营业厅外,黄牛兜售的价格则翻了一倍,虽然价格更贵,但往往省去了登记身份证的手续。刮开卡片背面的涂层后即可获得登录账号和密码。连接到名为“WIFI_ETECSA”的热点并登录后,卡罗琳娜提醒道:“对,但你可以退出登录关掉卡,这样能把时间存下来(Yeah, but you can close the card, so you can save time)。” 实际体验表明,连接后的网速相当不错,能顺畅访问 Facebook、Instagram、维基百科甚至加载速度较慢的 YouTube。这并非政府严格审批的局域网局域花园,而是真正的开放互联网。但这种自由背后存在着无形的威慑:所有流量都与购买者的身份证件直接挂钩。当主持人询问是否能浏览政治敏感话题时,卡罗琳娜明确解释:“可以看,但这会直接追查到我的身份证上(Yeah, it will, but it will go directly to my ID)。”正是这种实名追踪机制,让整个网络在无形中形成了强大的自我审查。此外,在一个人均月收入仅 25 至 50 美元的国家,每小时 1 美元的上网成本极为昂贵。如果一群年轻人只是想聚在一起玩联机网络游戏,专程跑到公园蹭网并按小时付费显然难以承受,这促使哈瓦那的玩家们开辟出了一条独特的道路。 - **上网资费标准**:ETECSA 官方售价为 5 CUC / 5 小时(约合 1 美元/小时)。 - **黄牛溢价**:场外黄牛免身份证件代购的价格通常翻倍(约 10 CUC)。 - **古巴收入水平对照**:普通古巴公民的月平均到手薪水约为 25 至 50 美元。 - **蜂窝网络限制**:手机蜂窝网络当时仅支持基础的数据服务(如 ETECSA 官方邮箱),主力上网仍高度依赖公共 Wi-Fi。 --- ### [03:46](https://www.youtube.com/watch?v=lEplzHraw3c&t=226s) SNET:哈瓦那市民自建的“街头网络” 面对高昂的网络资费和公共场所上网的不便,哈瓦那市民自发搭建了一套覆盖全城的民用局域网——SNET(“Street Network”的缩写)。这套庞大的地下内网依赖部署在各处建筑楼顶的发射设备与服务器阵列相互连接。其中一栋大楼内安置着被称为“Henetica”的服务器集群,通过无线 NanoStation 设备向周边发射信号。SNET 的核心网络管理员赫苏斯(Jesus)带领摄制组走上天台,他的朋友罗伯托(Roberto)则在一旁担任翻译,详细讲解了这套纯手工打造的网络运作架构。 为了抵御哈瓦那的多雨气候,安装在楼顶的 NanoStation 天线往往裹着黑色的塑料袋防水。由于现有设备的无线信号覆盖范围有限,网络采用中继跳接的方式在整座城市之间层层传递。罗伯托在天台上指着远方的建筑解释说:“现有的设备信号不够强,无法直接广播给所有人,所以他们的做法是把信号发射出去,从这里跳跃到那里,这样就能覆盖全城,让每个人都保持连接(The signal with the current equipment isn't strong enough to broadcast to everybody. So, what they do is they send the signal and bounce from here to there, so it can get to the whole city and everybody can stay connected)。” 仅仅赫苏斯所在的这处大天线发射塔,就直接连接着约 250 名用户。由于许多人受制于居住位置信号不佳或无力购买昂贵的无线接收设备,大量用户选择直接拉网线接入。天台与楼宇之间密密麻麻地挂满了向四周延伸的蓝色以太网电缆。赫苏斯的塔作为骨干节点(Nódulos),同时连接着周边的 12 座小型发射塔。新加入的用户只需自费购买一台 NanoStation 并架设小型天线,就能接入上级节点,并继续向周边邻居分发接入权限。SNET 并不连接外部互联网,其上运行的最主要应用就是局域网联机游戏,其中《魔兽世界》(World of Warcraft)和《使命召唤》(Call of Duty)风靡全网。 ```mermaid flowchart TD accTitle: SNET网络信号拓扑图 accDescr: 展示SNET从骨干服务器通过NanoStation天线中继并分发至各家庭终端的拓扑结构 subgraph Backbone["核心骨干"] H["Henetica 服务器群"] end subgraph HubNode["主节点(如 Jesus 的天台)"] M_Nano["NanoStation 主天线(黑塑料袋防水)"] SW["网络交换机 (Switch)"] end subgraph RelayNodes["中继节点(连接 12 个小型中继塔)"] T1["小型中继塔 A"] T2["小型中继塔 B"] T3["小型中继塔 C"] end subgraph EndUsers["终端用户"] U_Wifi["Wi-Fi 接入家庭"] U_Cable["以太网电缆直连家庭(密集架线)"] end H -->|"无线跳接定向信号"| M_Nano M_Nano --> SW SW -->|"中继广播"| T1 SW -->|"中继广播"| T2 SW -->|"中继广播"| T3 SW -->|"直接拉线"| U_Cable T1 -->|"本地无线覆盖"| U_Wifi ``` - **单塔直连规模**:赫苏斯的骨干天线单点覆盖约 250 名活跃用户。 - **骨干跳接数量**:该主节点同时下联中继 12 座次级小型天线发射塔。 - **主流联机游戏**:因脱机局域网特性,《魔兽世界》(私服)与《使命召唤》局域网对战最为普遍。 --- ### [06:35](https://www.youtube.com/watch?v=lEplzHraw3c&t=395s) 游击网络的发展史与合规挑战 SNET 并非一朝一夕建成的专业工程,它的起源充满了古巴年轻人的草根智慧与冒险色彩。罗伯托回忆起最初的岁月,满是感慨:“这不是专业工程,是我们自己摸索发明出来的(This is not professional. We invented this)。”在 Wi-Fi 设备普及之前,网络仅仅由八个人用网线串联而成。更早的时候,网络连跨户网线都没有,玩家们只能在半夜抱着笨重的老式台式机穿街过巷,挤在某一个人的家里,用廉价的 8 口交换机和凌乱的短网线搭建临时局域网,通宵达旦地打游戏。 这种彻夜狂欢曾引发过令人啼笑皆非的冲突。罗伯托回忆道,有一次大家玩到凌晨四五点,天还没亮就各自抱着电脑主机互相掩护着走在街头拐角,巡逻警察见状立刻上前拦截,怀疑他们是一伙入室盗窃电脑的毛贼。警察严厉盘问:“所有这些机器的购买凭证和发票在哪里?”罗伯托他们只能无奈回答:“发票?在我们这里可没有发票这回事。”双方在街头僵持交涉了整整一夜才澄清误会。 随着网络规模扩大,玩家们开始尝试把网线架设到居民楼的楼顶上,跨越街区延伸。然而私拉线缆很快遭遇了法律层面的阻碍,在当时这属于严格意义上的非法行为。直到后来,管理团队主动向官方申请许可并获得了类似执照的准许文件,网络才得以在既定红线内合法生存。官方放行的关键前提在于网络的非盈利性质与纯粹的娱乐用途。罗伯托强调:“在 SNET 内部,绝对没有任何盈利行为(In SNET, there's no profit at all)。”网络向用户收取的微薄费用仅用于建立公积金,以便在天线设备遭遇雷击损坏时购买配件进行维修。在某些特殊情况下,资金也会用于帮助那些居住在偏远或复杂地形、无力承担布线成本的贫困玩家接入网络。 --- ### [08:56](https://www.youtube.com/watch?v=lEplzHraw3c&t=536s) 网络运维、管理与社区规则 在赫苏斯位于室内的设备控制中心,罗伯托向摄制组展示了网络的软件运行环境。SNET 内部使用一款名为“BORGChat”的局域网聊天软件进行全网日常联络与运维沟通。天台 NanoStation 引入的两根白色以太网线直接插在交换机上。每台天线都有其特定的水平辐射角度,如果某一方向的新增用户达到饱和,管理员就必须在天台上增设新的定向天线,分别朝向居民聚集区、河流沿岸等不同方位,以扩大覆盖扇区。 在管理员电脑的监控面板中,可以实时查看全网连接的各个发射塔状态,未通电或故障的节点会显示为灰色。这套系统不仅能远程切换和重启各节点电源,还要随时防范网络风暴。由于下层网络往往通过层层线缆和交换机相连,一旦某个客户端电脑感染病毒或网线短路产生环路问题,故障信号就会迅速沿着中继链路回溯倒灌至核心主塔。罗伯托解释这种级联反应说:“只要有一台电脑出现故障,问题就会传染给所有人(If one is having issues with a computer or whatever, it transmits to everybody)。”此时管理员必须立即在后台将该节点断开,等待对端排查修复后再行接回。 为了维持网络的纯粹性与公平性,SNET 制定了严苛的自治规则: 1. **严禁商业牟利**:任何试图利用该网络进行商业营利或私自倒卖接入端口的人,都会被管理员永久封禁(当地用西语词汇“bañamos”指代封禁/Kick 出网络)。 2. **严厉惩治外挂作弊**:各大主力游戏均设有专属管理员(如《使命召唤》和《魔兽世界》各有独立管理员),并配有专门的巡查志愿者负责监督。罗伯托指出社区对外挂绝不姑息:“我们不希望看到外挂,因为我们努力让每个人都在平等的环境下玩游戏(We don't like that because we are trying to make everybody even)。”初次作弊者通常会被处以一到两个月的封禁处罚;若屡教不改,则会被直接踢出网络。在这个没有其他替代品的环境下,被封禁意味着彻底丧失了在古巴联机打游戏的机会。 由于 SNET 与外网物理隔绝,新游戏的传播依赖于“人肉网络”(Sneaker-net)。只要某位古巴人通过特定渠道蹭到了优质的外部互联网,下载了一款支持局域网对战的新游戏,该资源就会“奇迹般地”出现在 SNET 内部。大家会通过局域网以极高的速度在彼此的电脑之间直接拷贝文件。在当时的古巴,通过官方公共 Wi-Fi 下载动辄数个 G 的游戏安装包不仅费用惊人,而且速度慢到几乎不可能完成。走访结束后,摄制组沿着赫苏斯天台悬垂下来的蓝色网线一路穿过街巷,目睹这条细小的网线穿越居民楼、越过街区,将一个个闭塞的家庭连接进这座庞大的地下数字社区。 ### [13:28](https://www.youtube.com/watch?v=lEplzHraw3c&t=808s) SNET 的规模扩张与节点交接 古巴的街头网络(SNET)正是通过一个又一个节点演化为更多交换机,将成千上万的哈瓦那市民连接在一起。据估算,SNET 的覆盖人数已超过 20,000 人。Roberto 带着摄制组穿街走巷,指着刚才路过的街角笑着回忆:“我们刚才走过来的时候,警察就在那儿拦住了我们,真是太逗了。”(“We were walking over here and police stopped us right there. It was very funny.”) 他们停在了一处网络交接点。Roberto 指出,Jesus 负责铺设的网络线缆到这里就截止了,再往前延伸的线路则由其他管理员掌控。尽管控制权分属不同的人,但它们完全属于同一张 SNET 大网。在这里,外号为“Butty”的 Dariel 负责维护其中一台核心交换机,整片区域错综复杂的网线最终都汇集插入到这个设备中。 ```mermaid flowchart TD accTitle: SNET网络节点与生态架构 accDescr: 展示SNET从线缆物理连接、服务器托管到社交与交易平台的架构流程 subgraph Hardware ["物理基础设施"] A["本地节点 (Jesus 维护)"] -->|"物理线缆"| B["中继节点 / 交换机 (Butty 维护)"] B --> C["SNET 骨干局域网 (覆盖超2万人)"] end subgraph Services ["Henetica 门户与服务"] C --> D["游戏对战大厅 (如 WoW / FIFA)"] C --> E["社交平台 (古巴版 Facebook / 聊天室)"] C --> F["分类信息交易站 (古巴版 Craigslist)"] end ``` ### [14:19](https://www.youtube.com/watch?v=lEplzHraw3c&t=859s) 游戏生态、Henetica 门户与局域网服务 Butty 是一位狂热的游戏玩家,即便他手里只有一台 PC,也对当时最新的《塞尔达传说》(Zelda)系列动态了如指掌。在古巴,家用游戏主机并非完全无人知晓,但因为售价过于昂贵,PC 成了绝对的主流设备。正如 Roberto 所言,尽管 SNET 完全没有接入国际互联网,但局域网版本的《魔兽世界》(World of Warcraft)在玩家中却享有极高的人气。 除了提供游戏和通讯运行所需的底层服务器,名为 Henetica 的前端门户还承担了网络大厅的功能。用户只要点击列表中的任意项目,就能进入等待房间,待人员齐整后即可启动游戏对局。然而 SNET 远不止用于玩游戏: - **体育资讯与讨论**:平台上设有专门的足球板块,玩家可以查看最新的比赛与球员新闻,赛后还可以在专属聊天室中复盘交流。 - **Steam SNET**:管理员们正在开发整合平台,以支持在网页端直接联机运行《FIFA》以及《实况足球》(Pro Evolution Soccer)等体育竞技游戏。 - **古巴版社交平台**:内建了被他们戏称为“古巴版 Facebook”的社交系统,供社区成员互动。 ### [15:32](https://www.youtube.com/watch?v=lEplzHraw3c&t=932s) 古巴版 Craigslist 与线下物资匮乏现状 SNET 甚至孕育出了类似 Craigslist 的二手交易网站。站上不仅出售制作新网络节点所需的交换机、NanoStation 等无线网桥设备,还涵盖各类游戏外设。Jesus 和 Butty 甚至兴奋地对着一条 CAT6 六类网线探讨半天。当 Drew 询问这是否是购买此类配件的唯一途径时,Roberto 解释称国营商店虽然也有卖,但价格极高且品类极其怪异:“这里的电子产品商店卖那种罗技小白鼠。它们原本是白的,时间一长就发黄变烂,质量很差。”(“The electronic stores here, they sell little Logitech mouse. They're white, they get yellow, and.. bad. It's bad.”) 作为美国人,摄制组虽被禁止在国营商店消费,但他们走进去参观了实际陈列。店内货架上摆放着仅有 30 天质保的简陋基础款键盘,而旁边挨着的竟然是卷发棒和烤箱。相比之下,SNET 的线上交易区几乎无所不包,小到游戏配件、汽车,大到房产,发布者只需上传照片、价格、描述并留下联系电话即可完成挂牌。 ### [16:43](https://www.youtube.com/watch?v=lEplzHraw3c&t=1003s) 水货流通规则与“纸袋装酒”般的默契 针对这些游戏和设备的货源问题,Roberto 透露主要依赖有条件出国的人。他们从物价便宜的国家带回游戏光盘,再放到古巴本地变现。当被问及这种肉身带货并加价转售的行为是否合规时,Roberto 解释道:“他们根本不管。你可以把游戏带进来,声称是买给自己玩的,然后直接上那个网站发帖说‘我想把手里的游戏全卖了’。这样完全没问题,没人会在意。”(“They really don't care. You can bring the game and say that it's for you, for your own gaming, and you just go to that page and you post 'I wanna sell all my games.' And it's okay, nobody cares.”) - **违规却默许的灰色地带**:面对加价盈利的质疑,Roberto 直言:“从本质上讲,这算不上重罪。但它肯定是违法的,只是他们根本不在乎罢了。”(“Yeah, it's not really a felony, per se. But it must be illegal. But they just don't care.”) - **官方的默许态度**:Drew 反复确认能否公开这些采访内容,均得到了对方肯定的答复。古巴当局的态度似乎是:只要哈瓦那市民不滥用网络特权,官方就对其睁一只眼闭一只眼。 - **“纸袋里的酒”**:Drew 将 SNET 的生存状态形容为装在牛皮纸袋里喝的酒——心照不宣、互不戳破。 ### [17:58](https://www.youtube.com/watch?v=lEplzHraw3c&t=1078s) 真正的互助精神与下期预告 最令摄制组震撼的,是整座庞大的离线网络完全由民间自发搭建,并且长年免费对外维护。像 Jesus 和 Butty 这样的普通爱好者之所以不计报酬地在线路与设备上投入心血,是因为他们深知沟通、合作以及聚在一起玩乐的真正价值。Drew 感叹,纯粹为了公众利益而付出这般努力,本身就是一种真正意义上的“革命”。 这是 Cloth Map 古巴系列纪录片的第一集。随后的节目将深入探索刻在古巴文化基因里的经典民间游戏(取景于哈瓦那体育城 Sports City of Havana),挖掘古巴与其他选题之间令人意想不到的历史关联,并在 Patreon 上为订阅会员提供全程幕后旅行日志。Drew 呼吁观众通过每月赞助来支持团队支付机票、食宿、向导、翻译、摄制及音乐版权等高昂成本,共同见证世界各地的真实连接。 ## Notable quotes > [08:56](https://www.youtube.com/watch?v=lEplzHraw3c&t=536s) 我们不希望看到外挂,因为我们努力让每个人都在平等的环境下玩游戏 — 罗伯托(Roberto) > [06:35](https://www.youtube.com/watch?v=lEplzHraw3c&t=395s) 在 SNET 内部,绝对没有任何盈利行为 — 罗伯托(Roberto) > [08:56](https://www.youtube.com/watch?v=lEplzHraw3c&t=536s) 只要有一台电脑出现故障,问题就会传染给所有人 — 罗伯托(Roberto) ## Mentioned SNET, ETECSA, Henetica, NanoStation, BORGChat, 魔兽世界, 使命召唤, FIFA, 实况足球, 塞尔达传说, 罗技, Facebook, Instagram, YouTube, Craigslist, Steam, Patreon, Cloth Map, Drew, Roberto, Jesus, Butty(Dariel), Alfredo, Carolina, Joey Fameli, Jeremy Jayne ## Video description Cuba has joined the global network, but high prices have driven Havana's citizens to construct their own. SUPPORT US ON PATREON! https://patreon.com/clothmap Patrons get early access to videos, extended cuts, behind-the-scenes notes and documents, producer credits, live stream chat, and the ability to vote where Cloth Map goes next! CAMERA BY Joey Fameli: https://twitter.com/joeyfameli EDITING BY Jeremy Jayne: https://twitter.com/adackmusic CLOTH MAP MERCH: https://store.clothmap.co GEAR WE USE: https://clothmap.co/gear MUSIC BY AUDIO NETWORK Viva Latina: https://www.audionetwork.com/browse/m/track/viva-latina_31438 Midnight Cafe: https://www.audionetwork.com/browse/m/track/midnight-cafe_60193 Hazy Dreams: https://www.audionetwork.com/browse/m/track/hazy-dreams_148294 With You: https://www.audionetwork.com/browse/m/track/with-you-2_98447 Pimps And Hustlers: https://www.audionetwork.com/browse/m/track/pimps-and-hustlers-2_63899 Mambolya: https://www.audionetwork.com/browse/m/track/mambolya_114793 #CLOTHMAPPING around the Internet Twitter: https://www.twitter.com/clothmap Instagram: https://www.instagram.com/clothmap YouTube: https://www.youtube.com/clothmap Patreon: https://patreon.com/clothmap Patrons get exclusive access to the Cloth Map Discord channel! [Source](https://www.youtube.com/watch?v=lEplzHraw3c)

Source quotes

[8:56] 罗伯托(Roberto): 我们不希望看到外挂,因为我们努力让每个人都在平等的环境下玩游戏 [6:35] 罗伯托(Roberto): 在 SNET 内部,绝对没有任何盈利行为 [8:56] 罗伯托(Roberto): 只要有一台电脑出现故障,问题就会传染给所有人

Original transcript

[0:00] DREW VO: I’m Drew Scanlon. [0:02] I’m exploring the world through the lens of games, and I’m doing it with the support [0:06] of people like you on Patreon. [0:08] Help us out at patreon.com/clothmap. [0:25] Despite being barely 100 miles from the tip of Florida, Cuba is a place many of us think [0:29] of as being isolated, cut off from the world, like a caribbean North Korea. [0:34] Indeed, the country is famous for its classic cars, their enduring presence partially a [0:39] byproduct of longstanding trade embargoes. [0:43] But while much of Havana looks like a time capsule from the 1950s, the country is slowly [0:47] working its way into the 21st century. [0:50] For instance, Cuba has Internet. [0:53] Internet access is still rare in private homes, but is supposedly rolling out to more and [0:57] more people every year. [0:59] The rest of Cuba’s citizens rely on publicly available access points, commonly situated [1:03] in parks or public buildings. [1:05] At all hours of the day, pockets of Internet surfers can be seen around Havana, noses down [1:10] in their phones, or with the occasional laptop. [1:14] Whether you connect at home or to a public hotspot, you are greeted with a captive portal, [1:18] familiar to anyone who has tried to log in to free wifi at the airport. [1:23] To get my own login, I had to buy a one-time-use card, good for five hours of Internet. [1:28] Our guides Alfredo and Carolina led us to a small shop run by ETECSA, Cuba’s state-owned [1:34] telecommunications provider. [1:36] Technically, I didn’t buy the card, since each card must be registered with a Cuban [1:41] citizen. [1:42] Carolina showed her ID and paid the five CUC. [1:45] However, there was a guy selling cards nearby for twice the price, who would have probably [1:50] waived this requirement. [1:51] ALFREDO: Here’s your card. [1:52] DREW: Alright! [1:53] ALFREDO: And this is mine, thank you so much. [1:54] DREW VO: On each card is a numeric username and a scratch-off that reveals the password. [1:59] From there, it’s as simple as connecting to the public hotspot and logging in on the [2:03] ETECSA login page. [2:04] DREW: "WIFI_ETECSA?" [2:05] ALFREDO: "WIFI_ETECSA." [2:07] DREW: And I bought this card, so this is my "usuario." [2:11] That's a long string. [2:15] And once I use this, this card is done, right? [2:17] CAROLINA: Yeah, but you can close the card, so you can save time. [2:22] Okay, you have five hours, so your time is running. [2:28] You have Facebook, Internet, Instagram. [2:33] DREW: YouTube? [2:35] ALFREDO: It's slow, okay? [2:38] DREW VO: The speed is decent. [2:40] But more importantly it felt like the real, full Internet, not some government-approved [2:45] walled garden. [2:46] DREW: Hey, look at that! [2:48] It's not so bad! [2:49] It's pretty good! [2:51] DREW VO: There was a catch to this, however. [2:53] DREW: So this card won't allow me to look at political things? [2:56] CAROLINA: Yeah, it will, but it will go directly to my ID. [2:59] DREW: Oh, because you showed your ID. [3:01] CAROLINA: Yes. [3:02] DREW: Okay, so... [3:06] Wikipedia? [3:07] CAROLINA: Yeah, you can go to Wikipedia, but just for... [3:11] normal stuff. [3:13] DREW: Okay. [3:14] DREW VO: That’s enough, it seems, to keep the whole thing self-policing. [3:19] Phones have limited data abilities over cellular, such as ETECSA email, but they connect to [3:24] wifi just fine. [3:27] The world’s Internet is available, but expensive. [3:30] A dollar per hour of Internet is a lot in a country where monthly take-home pay ranges [3:34] from 25 to 50 dollars per month. [3:39] That expense, and having to go to a park to get online, is a pain if all you really want [3:43] to do is play online games with your friends. [3:46] Thankfully, there’s a workaround. [3:49] SNET, short for "Street Network," is Havana’s city-wide home-brew intranet. [3:55] This building houses a bank of servers called Henetica, and broadcasts a limited-range signal [4:01] that can be picked up with devices called nanostations. [4:05] Jesus is an administrator for SNET and showed us how the whole thing works. [4:09] His friend Roberto translated for us. [4:11] ROBERTO: The signal comes from there, from those buildings. [4:16] That's called Henetica. [4:18] From there to that nanostation, that black bag, for protection against the water. [4:25] The signal with the current equipment isn't strong enough to broadcast to everybody. [4:35] So, what they do is they send the signal and bounce from here to there, so it can get to [4:43] the whole city and everybody can stay connected. [4:47] Now, the whole Havana is connected to the SNET and you can access the wifi from practically [4:54] anywhere. [4:56] DREW: How many people does this tower give Internet to? [5:01] ROBERTO: 250. [5:02] DREW: 250 people? [5:03] ROBERTO: Yeah, connected to this one. [5:05] Several people are connected by cable, because not everyone can get access to the wifi. [5:13] For the location, or doesn't have the money to buy the equipment, and so on. [5:18] But they connect to it with cable. [5:20] You can see the cables here. [5:22] There's extensions of cable and cable, out to all you see. [5:29] Everywhere. [5:30] This is what they call "nódulos." [5:32] I don't know how to say it in English. [5:34] DREW: Node? [5:35] ROBERTO: Node. [5:36] Okay, like that. [5:37] This tower bounces the signal to the little ones. [5:39] There are 12 towers connected to this one. [5:43] It's a lot of people. [5:45] DREW: So if someone new wants to connect to the network, what do they do? [5:53] ROBERTO: He would have to buy a nanostation and build a small tower and he'd give access [6:01] to that person with the nanostation, and other people can connect to him. [6:06] That's how it keeps growing. [6:09] The thing most popular in the network is games. [6:13] Here, we love playing games. [6:17] We can't play a lot of games but the ones that can play in a local network, because we [6:25] don't have internet. [6:26] For example, World of Warcraft. [6:29] Everybody plays World of Warcraft, Call of Duty, those things, that's the most played in [6:33] this network. [6:35] This is not professional. [6:37] We invented this. [6:39] When I was connected, we were like eight people and it was all by cable. [6:44] There was no wifi. [6:46] Before there was the cable, we would have to carry our computer, our PC, and go to a place, [6:54] a house, anybody's, other house. [6:57] So we would play, connected by small cables and little switch of eight ports. [7:03] Everybody connected. Cable everywhere. The machines were old. Super Old. [7:10] It was amazing. [7:14] One day we were playing at four AM, five AM--we didn't know, we just love playing games. [7:21] We were packing up and helping each other carry our computers to each house. [7:28] One day we were at the corner of my house and the police came and it looks like a robbery. [7:36] It really looks like a robbery. [7:38] Then they came and it was like, "where are the papers of all the machines?" and... [7:43] "Papers? Here we don't do papers." [7:47] It was a long problem, all night talking and talking. [7:53] Also, when we started to take the cables across the roof we had problems with the law, getting [8:02] permission to pass it. [8:04] And it was really difficult because it was illegal then. [8:06] DREW: But it's legal now? [8:08] ROBERTO: Yeah, because we ask permission and they give us a document, like a license. [8:16] And there's no problem because it's only for gaming. [8:20] Allegedly, it's only for gaming. [8:24] In SNET, there's no profit. [8:29] There's no profit at all. [8:30] The money that we pay is in case the thunder damages the equipment or something. [8:37] There's no profit at all, it's all for free. [8:41] Mostly. [8:42] But we don't spend money on that. [8:43] If we spend money it's because we're trying to connect someone that is far away or is difficult to [8:50] connect because of the place or something. [8:52] And we help them because we like to add people. [8:56] DREW VO: We then went downstairs, where Jesus and Roberto showed us the software side of things. [9:02] ROBERTO: So we communicate through this chat. [9:06] It's called BORGChat. [9:09] Those two white cables are from the tower, from the nanostation. [9:15] Those two are the ones from the tower and that one connects to the switch. [9:25] That's a nanostation. [9:27] He has to put this one in the tower, to connect more people to this one, because the other [9:34] one is full. [9:35] You put it there and point into the direction where all the people are. [9:39] It's like a radius, like that. [9:42] And another one in the other direction to connect the other people. [9:45] From all the people who lives there, the people from the river, everybody. [9:51] That's all the little nanostations that are connected to the big one. [9:57] When they are gray, when they are dark, it's because they are turned off. [10:02] In that program you can control all the other towers. [10:10] That's the control of the whole network. [10:15] Those people are connected to that nanostation. [10:18] That's the little towers that are connected to this big one. [10:23] He just connected that person, that little tower, and now they have wifi. [10:31] You see? [10:32] DREW: Yeah. [10:33] ROBERTO: It's connected now. [10:34] Sometimes the people that are connected to a little station, between them they have [10:42] problems--in the computers, in the cables, in those things--and those problems come back [10:47] to the big tower, to him, and then they start a chain reaction. [10:53] Everybody has a problem. [10:55] If one is having issues with a computer or whatever, it transmits to everybody. [11:01] So he disconnects it and when it's fixed, he connects it again. [11:09] DREW: Do people ever get kicked off of the network for bad behavior? [11:14] ROBERTO: When they start making business with profit, for himself, we don't permit that, [11:23] we ban them from the network. [11:26] That's how we say, "bañamos." [11:28] We ban him. [11:30] For cheating in games. [11:33] There's two or three people that are the admins of games. [11:37] There's one for Call of Duty, there's another one for World of Warcraft. [11:43] And they have, not employees, but they have people that help them to detect people that [11:49] is cheating in the game. [11:51] We don't like that because we are trying to make everybody even. [11:57] So, if we caught you cheating, we ban you from the game. [12:03] Not forever, but maybe in a month or two, you can play. [12:08] If you keep doing that, and doing that, we just ban you and... [12:12] I don't know, go to other network, I don't know. [12:16] It's the only one. [12:18] DREW: How do people find out about new games to play? [12:22] ROBERTO: Mostly we... "somebody," anybody who has access to the internet--good internet--downloads [12:33] one game and then magically it just comes to the network, and share it. [12:41] It'll be like, "let's play this game, it's good. [12:44] We can play on the local network" and everybody could play that. [12:48] And we just copy things, from machine, to machine, to machine, to machine. [12:53] We don't just go and download one game because downloading one game, here, one gigabyte, [13:02] long time downloading that. [13:05] DREW VO: To see the network in action, we walked the length of one of the ethernet cables [13:09] leading from Jesus’ home. [13:11] ROBERTO: You can see the blue cable goes down to that house. [13:16] They're all connected, they're all connected to the network. [13:19] And from that house, the signal keeps going through all the streets. [13:24] DREW VO: When the cable terminated, so did the reach of Jesus’ node. [13:28] But of course, there are more nodes, which turn into more switches, that connect more [13:33] people to SNET, and the network grows. [13:36] By some estimates, SNET serves over 20,000 people. [13:40] ROBERTO: See there? [13:41] We were walking over here and police stopped us right there. [13:45] It was very funny. [13:49] The cables from his network end here. [13:56] From this point further, other people control the network. [14:02] DREW: But it's the same network? [14:04] ROBERTO: It's the same network. [14:06] DREW VO: Dariel, alias "Butty," provides one of these switches. [14:12] ROBERTO: That's the switch. [14:15] All the cables, they connect there. [14:19] DREW VO: Butty is also an avid gamer. [14:21] So avid that he was up on the latest Zelda, despite only owning a PC. [14:26] Game consoles are not unknown here, but are extremely expensive, so the PC tends to rule. [14:32] As Roberto said, World of Warcraft is quite popular. Impressive considering SNET is, again, [14:38] not connected to the Internet. [14:40] ROBERTO: And... he won. [14:42] DREW VO: Henetica, in addition to providing servers for games and communication to run on, [14:47] also has a front end that acts as a sort of portal. [14:51] Clicking on anything in this list will bring you to a lobby where you can wait for others [14:54] before launching the game. [14:56] ROBERTO: And when the room is full, the game starts. [14:59] DREW VO: But it’s more than just games. [15:00] ROBERTO: We have a football page where you can go and see the latest news from games [15:09] and players. [15:11] A chat room, also, where you can discuss after a game. [15:14] DREW: What is "Steam SNET?" [15:16] ROBERTO: They are working to be able to play football--FIFA, Pro Evolution, those games--in [15:24] that page. [15:25] This is like Facebook for SNET. Cuban Facebook. [15:32] DREW VO: There's even a Craigslist of sorts, where you can buy enough networking equipment [15:35] to make your own node. [15:37] ROBERTO: Those are nanostations and switch and things to connect to the net. [15:42] DREW VO: Jesus and Butty spent a few minutes geeking out over CAT6 cable. [15:47] But the site also lists gaming accessories. [15:49] DREW: Is that the only way to buy things like that? [15:52] ROBERTO: No, you can go to a store, but the stores are very expensive, and it's weird [16:01] to see those things in the stores. [16:04] The electronic stores here, they sell little Logitech mouse. [16:10] They're white, they get yellow, and.. bad. It's bad. [16:14] DREW VO: As Americans we weren’t allowed to buy anything from state-run stores, but [16:18] we walked inside one to see what it was like. [16:21] Sure enough, your standard barebones keyboard (with 30-day guarantee) shared shelf space [16:26] in this electronics store with hair curlers and ovens. [16:30] ROBERTO: You can buy anything in this page. [16:33] A car, whatever. [16:35] DREW VO: This extends, of course, to game consoles, which, since most were listed at [16:39] roughly US retail price, are prohibitively expensive for most Cubans. [16:43] ROBERTO: You can just put here whatever you want to sell. [16:48] A place or whatever. [16:50] You post a picture, the price, comments about the item, and your phone number. [16:57] DREW: Where do those people get those games? [17:00] ROBERTO: Somebody travels to another country, they buy games, because they're cheap. [17:05] For example in your country, they must be cheap, buying a game. [17:08] And they bring it here and they sell it and whatever. [17:11] DREW: Is it okay to bring it into the country like that and sell it? [17:17] ROBERTO: They really don't care. [17:20] You can bring the game and say that it's for you, for your own gaming, and you just go [17:25] to that page and you post "I wanna sell all my games." [17:31] And it's okay, nobody cares. [17:32] DREW: But you're selling it for profit. [17:33] ROBERTO: Yeah, it's not really a felony, per se. [17:38] But it must be illegal. [17:40] But they just don't care. [17:42] DREW VO: I asked repeatedly if I could include everything Roberto and Jesus told us, and [17:47] they said yes. [17:48] It seems the government is content to let the people of Havana operate SNET as long [17:52] as it doesn’t abuse its privileges. [17:55] The “alcohol in a paper bag” of connectivity. [17:58] This is fascinating in its own right, but what really amazed me is that it’s all home-grown [18:02] and maintained free of charge. [18:05] People like Jesus and Butty put in the work to connect people, figuratively and literally, [18:10] because they know the value of communication, of cooperation, and what it means to play [18:15] together. [18:16] Doing so purely for the good of the people is something truly revolutionary. [18:27] This is the first video from Cloth Map’s series on Cuba. [18:30] Stay tuned over the coming weeks for a look at the games that are part of Cuba’s DNA... [18:34] SUBJECT: This is Sports City of Havana. [18:43] DREW VO: ..an interview detailing Cuba’s surprising links to another Cloth Map subject, [18:47] and, for Patrons, a behind-the-scenes travelogue documenting our entire trip. [18:54] If you liked this video, or any of our other ones, consider supporting us on Patreon. [18:58] Regular folks just like you contribute a few bucks a month to keep Cloth Map going. [19:03] Their support helps pay for flights, lodging, guides, translators, camera operators, editors, [19:08] music licensing, and more. [19:10] If you think learning about the world and bringing us all closer together is important, [19:14] we’d love to have you with us.