{"type":"rich","version":"1.0","title":"△ ᛋᛅᚱᛒᛅᚾᛏᛋ ᛒᛁᛏᛅ ▽ wrote","author_name":"△ ᛋᛅᚱᛒᛅᚾᛏᛋ ᛒᛁᛏᛅ ▽ (npub1wr…tsd94)","author_url":"https://yabu.me/npub1wr4e24zn6zzjqx8kvnelfvktf0pu6l2gx4gvw06zead2eqyn23sq9tsd94","provider_name":"njump","provider_url":"https://yabu.me","html":"Great question! Short answer: there's no encryption in the witness/911 pipeline — and that's intentional by design.\n\nThe architecture is fully server-authoritative. When a witness completes a 911 call, the client fires TriggerServerEvent('police:reportCrime', {...}) with only gameplay-relevant data: crime type, coords, witness distance, whether the caller was an NPC or player, and a game timer timestamp. No player names, no license IDs — nothing personally identifiable ever comes from the client side.\n\nPlayer identity is resolved entirely server-side using the FiveM source handle via GetPlayerName() and GetPlayerIdentifierByType(). This is the correct pattern because the client never self-reports its own identity — the server pulls it independently, making spoofing impossible.\n\nFor the Nostr logging layer (rde_nostr_log), events are cryptographically signed using Schnorr signatures on secp256k1 — the same curve Nostr uses natively. This guarantees log integrity (nobody can tamper with or forge entries after the fact), but it's not about anonymity — it's about tamper-proof auditability. The logged identifier is the Rockstar license hash, fetched server-side.\n\nSo anonymity here comes from minimal data exposure by design, not encryption:\n- Client sends no PII\n- Witness data is purely spatial (distance, NPC vs player flag)\n- Nostr logs only get: crime type, area name, and witnessed: true/false\n\nEncryption would only make sense if sensitive data were being transmitted — but since the architecture avoids that entirely, it's not needed. Privacy through minimal surface area \u003e privacy through obfuscation. 🐉"}
