Event JSON
{
"id": "63af0aec422f37cc6219ee9d964a5408540c1ef3e63e8ccc6932ef2d2091914c",
"pubkey": "ad4a7283879c2927e8546ae65273cfdee982acb9bc646f0014a37d61f899c484",
"created_at": 1739100778,
"kind": 1,
"tags": [
[
"p",
"a9012b0816432bd57b2860286ddd43eb33b22d05452df683204ae05571972be0",
"wss://relay.mostr.pub"
],
[
"p",
"49ba75d9934fc475a43386ff2f28e9070e8f52be9ff882da5d49ccd137f1882b",
"wss://relay.mostr.pub"
],
[
"e",
"5b2830878bf8161f5b2b8da41196cdcd5380115493eea212556e278e6366772d",
"wss://relay.mostr.pub",
"reply"
],
[
"proxy",
"https://mastodon.gamedev.place/users/memoriesin8bit/statuses/113973708641363880",
"activitypub"
]
],
"content": "nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpq4yqjkzqkgv4a27egvq5xmh2ravemytg9g5kldqeqfts92uvh90sqkdj2mx This is probably be far the only practical solution for this as it might not break seamlessly connected meshes. Gotta see if I can find an example implementation I can try to port. This is definitely worth looking into.",
"sig": "d79fbdc5facd17f5a8b06d8f68cf3990ee21ad8aff9e87c25a634ebb5d545f94d734d705b99f88f069394dbcef595632d605b733e6433064709aaa5c5ffc5f59"
}