Registers queue:join/queue:leave handlers that FIFO-pair waiting players,
randomly assign timeMode (1 or 2, uniform) and theme via themeIds.js, and
hand off to game/session.js's createSession. Tracks a 2-minute
matchmaking-only quit ban (in-memory, resets on restart) via onEnd's
'quit' reason, scoped to sessions this module produced. Exports
isBanned() and registerMatchmakingHandlers(), wired into index.js at
boot.
Also extends ws/registry.js with a playerId -> display name store
(registerSocket's new optional third arg, getPlayerName()) so
match:found.opponentName (and future room:joined.opponentName) can be
populated; connectionHandler.js's identify handler now passes name
through.
Replace the single pick-a-theme-and-start intro modal with a three-section
menu (Solo/Private/Matchmaking). Solo keeps the existing gameplay reachable
via a direct Play button; Private (Enter Code/Create Room) and Matchmaking
(Find Match) are stubbed with console.log no-ops pending tickets #17/#15/#14.
main.ts gains a small showView(name) helper that toggles .hidden across the
menu/result overlay screens, keeping it a thin composition root.
Splits the single game.js god-class into layered modules (types, data,
engine, game, preview, ui, main) and converts every source file to
TypeScript, built and served by Vite instead of a plain static server.
No behavior change: verified against the previous JS version via a full
play-through (theme select, preview countdown, coloring, reveal) in a
real browser.