feat(community): Phase 3.C — Identität (Avatar + Klarname-Toggle + Karma + Eulen-Profil)

Macht aus den Pseudonymen echte Charaktere ohne Klarnamen-Zwang.

Pixel-Identicon-Avatar (3.C.2):
- generateAvatarSvg(displayHash) — pure-function, deterministisch.
  5×5 left-mirrored Identicon mit HSL-Foreground/Background aus dem
  Hash. Inline-SVG, kein Storage, kein img-load-Flicker.
- <EulenAvatar> Component im Package, in ItemCard neben dem Pseudonym.

Klarname-Toggle (3.C.1):
- auth.users + community_show_real_name boolean (default off, opt-in).
- PATCH /api/v1/me/profile akzeptiert communityShowRealName.
- mana-analytics LEFT JOINs auth.users → bei opt-in liefert auth-
  required /public + /me/reacted Endpoints zusätzlich realName.
- Anonymous /api/v1/public/feedback/* zeigt realName NIE — auch nicht
  wenn opted-in. Public-Mirror bleibt für SEO + Privacy safe.
- Migration 008_community_identity.sql lokal + prod eingespielt.

Karma-System (3.C.3):
- auth.users + community_karma int. toggleReaction increment/decrement
  am Author-User (Self-Reactions zählen nicht — kein Self-Farming).
- KARMA_THRESHOLDS + tierFromKarma() im Package: Bronze (0-9) /
  Silver (10-49) / Gold (50-199) / Platin (200+).
- ItemCard zeigt Tier-Dot neben dem Pseudonym, Title-Tooltip mit
  Karma-Zahl. Floor-clamped at 0.

Eulen-Profil (3.C.4):
- GET /api/v1/public/feedback/eule/{hash} — alle public-Posts dieser
  Eule + aggregiertes Karma. SHA256-Format-Validation.
- /community/eule/[hash] Public-SSR-Route mit Avatar-Hero, Tier-Badge,
  Karma-Counter, Post-Liste. Author-Klick im ItemCard navigiert hin.
- publicFeedbackService.getEulenProfile() im Package.

PublicFeedbackItem erweitert um displayHash (public Pseudonym-ID,
SHA256 ist one-way → safe to expose) + karma + optional realName.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Till JS 2026-04-27 15:15:16 +02:00
parent 42e4d58c8c
commit ee5bb2871c
16 changed files with 760 additions and 23 deletions

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/**
* Pixel-Identicon avatar generator pure function, no storage.
*
* Derives a deterministic 5×5 left-mirrored pixel grid plus an HSL
* color from a `display_hash`, returns a self-contained SVG string.
* Same hash same avatar, every time, on every device.
*
* Hash byte layout (we use the first 18 bytes / 36 hex chars):
* bytes[0] hue (0360°)
* bytes[1] saturation (5090%)
* bytes[2] lightness (3560%)
* bytes[3..17] 15 cell on/off bits (3 cols × 5 rows, mirrored)
*
* The 5×5 grid is generated by computing the left 3 columns from the
* hash bits, then mirroring columns 0+1 onto 4+3 so the silhouette is
* always symmetric the trick that makes Identicons feel like real
* faces/creatures even though they're random pixels.
*/
interface AvatarRendering {
cells: boolean[][]; // 5 rows × 5 cols
fg: string;
bg: string;
}
const GRID = 5;
function hexToBytes(hex: string): number[] {
const cleaned = hex.replace(/[^0-9a-f]/gi, '');
const bytes: number[] = [];
for (let i = 0; i < cleaned.length; i += 2) {
bytes.push(parseInt(cleaned.slice(i, i + 2), 16) || 0);
}
return bytes;
}
function rendering(displayHash: string): AvatarRendering {
const bytes = hexToBytes(displayHash);
if (bytes.length < 18) {
// Pad short hashes — shouldn't happen with SHA256 (32 bytes), but
// defensive so the function never throws on a malformed input.
while (bytes.length < 18) bytes.push(0);
}
const hue = (bytes[0] / 255) * 360;
const sat = 50 + (bytes[1] / 255) * 40;
const light = 35 + (bytes[2] / 255) * 25;
const fg = `hsl(${hue.toFixed(0)}, ${sat.toFixed(0)}%, ${light.toFixed(0)}%)`;
const bg = `hsl(${hue.toFixed(0)}, ${sat.toFixed(0)}%, 92%)`;
const cells: boolean[][] = Array.from({ length: GRID }, () =>
Array.from({ length: GRID }, () => false)
);
let bitIdx = 0;
for (let row = 0; row < GRID; row++) {
for (let col = 0; col < 3; col++) {
const byteIdx = 3 + Math.floor(bitIdx / 8);
const bit = (bytes[byteIdx] >> (bitIdx % 8)) & 1;
const on = bit === 1;
cells[row][col] = on;
// Mirror cols 0+1 onto 4+3. Col 2 is the spine.
if (col < 2) cells[row][GRID - 1 - col] = on;
bitIdx++;
}
}
return { cells, fg, bg };
}
/**
* Render the avatar as an inline SVG string. Default 64×64 viewport.
* Width/height attributes are intentionally omitted so callers can
* size via CSS (`.avatar { width: 32px; height: 32px }` etc.).
*/
export function generateAvatarSvg(displayHash: string): string {
const { cells, fg, bg } = rendering(displayHash);
const rectSize = 100 / GRID;
let pixels = '';
for (let row = 0; row < GRID; row++) {
for (let col = 0; col < GRID; col++) {
if (!cells[row][col]) continue;
const x = (col * rectSize).toFixed(2);
const y = (row * rectSize).toFixed(2);
pixels += `<rect x="${x}" y="${y}" width="${rectSize.toFixed(2)}" height="${rectSize.toFixed(2)}"/>`;
}
}
return (
`<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 100 100" role="img" aria-label="Avatar">` +
`<rect width="100" height="100" rx="14" fill="${bg}"/>` +
`<g fill="${fg}">${pixels}</g>` +
`</svg>`
);
}
/** Exported for tests. */
export const __TEST__ = { rendering, hexToBytes, GRID };