A small tool to view real-world ActivityPub objects as JSON! Enter a URL
or username from Mastodon or a similar service below, and we'll send a
request with
the right
Accept
header
to the server to view the underlying object.
{
"@context": [
"https://www.w3.org/ns/activitystreams",
{
"ostatus": "http://ostatus.org#",
"atomUri": "ostatus:atomUri",
"inReplyToAtomUri": "ostatus:inReplyToAtomUri",
"conversation": "ostatus:conversation",
"sensitive": "as:sensitive",
"toot": "http://joinmastodon.org/ns#",
"votersCount": "toot:votersCount",
"litepub": "http://litepub.social/ns#",
"directMessage": "litepub:directMessage",
"Hashtag": "as:Hashtag"
}
],
"id": "https://peoplemaking.games/users/rp/statuses/112954114041997085",
"type": "Note",
"summary": null,
"inReplyTo": null,
"published": "2024-08-13T09:56:39Z",
"url": "https://peoplemaking.games/@rp/112954114041997085",
"attributedTo": "https://peoplemaking.games/users/rp",
"to": [
"https://www.w3.org/ns/activitystreams#Public"
],
"cc": [
"https://peoplemaking.games/users/rp/followers"
],
"sensitive": false,
"atomUri": "https://peoplemaking.games/users/rp/statuses/112954114041997085",
"inReplyToAtomUri": null,
"conversation": "tag:peoplemaking.games,2024-08-13:objectId=34100608:objectType=Conversation",
"content": "<p>Looking into <a href=\"https://peoplemaking.games/tags/godotengine\" class=\"mention hashtag\" rel=\"tag\">#<span>godotengine</span></a> threading, I gotta wonder, why its perfectly fine to do, let's say, "Control.new()" in a thread, but calling "instantiate()" on a PackedScene, which is just a Control node without any changed properties (so, pretty much the same as "Control.new()", i think), raises a whole bunch of thread safety check errors?</p><p>I feel inclined to just "set_thread_safety_checks_enabled(false)" before the instantiate calls, since the visual end-result looks the same, but that feels so wrong lol.</p>",
"contentMap": {
"en": "<p>Looking into <a href=\"https://peoplemaking.games/tags/godotengine\" class=\"mention hashtag\" rel=\"tag\">#<span>godotengine</span></a> threading, I gotta wonder, why its perfectly fine to do, let's say, "Control.new()" in a thread, but calling "instantiate()" on a PackedScene, which is just a Control node without any changed properties (so, pretty much the same as "Control.new()", i think), raises a whole bunch of thread safety check errors?</p><p>I feel inclined to just "set_thread_safety_checks_enabled(false)" before the instantiate calls, since the visual end-result looks the same, but that feels so wrong lol.</p>"
},
"attachment": [],
"tag": [
{
"type": "Hashtag",
"href": "https://peoplemaking.games/tags/godotengine",
"name": "#godotengine"
}
],
"replies": {
"id": "https://peoplemaking.games/users/rp/statuses/112954114041997085/replies",
"type": "Collection",
"first": {
"type": "CollectionPage",
"next": "https://peoplemaking.games/users/rp/statuses/112954114041997085/replies?only_other_accounts=true&page=true",
"partOf": "https://peoplemaking.games/users/rp/statuses/112954114041997085/replies",
"items": []
}
}
}