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Gabriel Franco 42d1732816 fix(frontend): scope player identity to a tab, not the browser
Two tabs of the same browser share localStorage, so both got the same
persisted playerId and stepped on each other: matchmaking's waiting
queue is keyed by playerId and dedupes a second queue:join as a no-op,
so two tabs searching never both count as waiting; and re-identifying
with the same playerId hijacks the ws registry's socket binding, tearing
down the first tab's connection (surfacing as room:join replying 'room
already has two players' once its creator's socket is dead).

Move playerId/name from localStorage to sessionStorage: still stable
across reloads within a tab (reconnect-by-refresh keeps the same
identity), but each new tab gets a fresh UUID, so two tabs of one
browser behave like two separate players. Not IP-related; no such
restriction existed.
2026-09-13 19:52:32 -03:00
backend fix(frontend): scope player identity to a tab, not the browser 2026-09-13 19:52:32 -03:00
frontend fix(frontend): scope player identity to a tab, not the browser 2026-09-13 19:52:32 -03:00
.gitignore refactor(frontend): move to frontend/, port to Vite + TypeScript 2026-09-10 10:37:44 -03:00
AGENTS.md docs: require agents to commit all changes before finishing a task 2026-09-13 17:36:52 -03:00
README.md feat(backend): scaffold matchmaking server project 2026-09-10 10:37:52 -03:00

Theme Guess

A browser game about syntax-highlighting themes. A snippet of code is rendered with every token type (keywords, strings, functions, variables, comments, ...) in a neutral color. You click a token, every token of that same kind lights up together, and you pick a color for it — repeat until the whole file is themed. Reveal shows how close your from-scratch palette landed to a real theme (Gruvbox, Tokyo Night, VS Code Dark+, GitHub Dark, Dracula, Catppuccin), token kind by token kind.

The project is moving from a single-player-only page toward supporting multiplayer matchmaking (race another player to the closest match on the same theme/snippet). This repo is split into a frontend game client and a backend matchmaking/realtime server so that work can land independently.

Layout

frontend/   Canvas game client: Vite + TypeScript, no UI framework.
backend/    Matchmaking + realtime session server: Node, HTTP + WebSocket.

Each package has its own package.json, dependencies, and scripts — see frontend/README.md-equivalent notes below and backend/src/*/README.md for what's reserved but not implemented yet.

Running the frontend

cd frontend
npm install
npm run dev       # Vite dev server with HMR
npm run build     # type-check + production bundle to dist/
npm run typecheck # tsc --noEmit only

Running the backend

cd backend
npm install
npm start         # node src/index.js
npm run dev       # same, with --watch

Boots a plain HTTP server (with a /health check) and attaches a WebSocket server to it. Matchmaking and room/session logic are not implemented yet — see backend/src/matchmaking/README.md and backend/src/rooms/README.md.

Status

Single-player game: playable. Multiplayer: backend is a bare HTTP+WS scaffold with no matchmaking logic yet; frontend has no multiplayer UI yet. See AGENTS.md for architecture notes and contribution conventions.