# Testing Plan for Multiplayer Chess Game with Hidden Rule Variations

This document outlines the testing approach for ensuring the multiplayer chess game functions correctly.

## 1. Server-Side Testing

### Socket Connection Testing
- Test socket connection establishment
- Test socket reconnection after disconnection
- Test multiple concurrent connections

### Game Room Management
- Test room creation functionality
- Test room joining functionality
- Test handling of invalid room codes
- Test prevention of joining full rooms
- Test room cleanup after game completion

### Rule Variation System
- Test random selection of rule variations
- Test rule variation application to moves
- Test each implemented rule variation individually
- Test validation of legal and illegal moves for each variation

### Multiplayer Synchronization
- Test game state synchronization between players
- Test turn management
- Test move broadcasting to opponent
- Test handling of disconnections during gameplay

## 2. Client-Side Testing

### UI Component Testing
- Test chess board rendering
- Test piece movement and animation
- Test highlighting of selected pieces and possible moves
- Test game information panel updates
- Test chat functionality
- Test rule guessing interface

### Game Flow Testing
- Test lobby to game transition
- Test game to game over transition
- Test return to lobby functionality
- Test handling of opponent disconnection

### Rule Variation Interaction
- Test move validation with rule variations
- Test rule hint display
- Test rule guessing functionality
- Test rule revelation upon correct guess

## 3. End-to-End Testing

### Game Session Testing
- Test complete game sessions with different rule variations
- Test checkmate, stalemate, and draw conditions
- Test game completion and result display

### Performance Testing
- Test handling of rapid moves
- Test multiple concurrent game sessions
- Test responsiveness under load

### Cross-Browser Testing
- Test functionality in Chrome, Firefox, Safari, and Edge
- Test responsive design on different screen sizes

## 4. Test Cases for Specific Rule Variations

### Forward Only Capture
1. Attempt diagonal pawn capture (should fail)
2. Attempt forward pawn capture (should succeed)
3. Test regular pawn movement (should work normally)

### Backward Pawn
1. Attempt to move pawn backward one square (should succeed)
2. Attempt to capture backward (should fail)
3. Test regular pawn movement (should work normally)

### Sideways Pawn
1. Attempt to move pawn sideways one square (should succeed)
2. Attempt to capture sideways (should fail)
3. Test regular pawn movement (should work normally)

### No Double Step
1. Attempt to move pawn two squares on first move (should fail)
2. Test regular one-square pawn movement (should work normally)

### Extended Knight
1. Attempt to move knight in 3-1 L-shape (should succeed)
2. Test regular knight movement (should work normally)

### Short Bishop
1. Attempt to move bishop more than 3 squares (should fail)
2. Test bishop movement within 3 squares (should work normally)

### Diagonal Rook
1. Attempt to move rook one square diagonally (should succeed)
2. Test regular rook movement (should work normally)

### Knight Only Promotion
1. Promote pawn to queen (should automatically become knight)
2. Test knight movement of promoted piece (should work normally)

### Extended King
1. Attempt to move king two squares in any direction (should succeed)
2. Test regular king movement (should work normally)

### Horizontal Pawn Capture
1. Attempt to capture piece directly to left/right of pawn (should succeed)
2. Test regular pawn movement and diagonal capture (should work normally)

## 5. Bug Tracking and Resolution

For each identified issue:
1. Document the steps to reproduce
2. Identify the expected vs. actual behavior
3. Determine severity and priority
4. Implement and verify fixes

## 6. Final Verification

Before deployment:
1. Conduct a full playthrough with each implemented rule variation
2. Verify all multiplayer functionality works seamlessly
3. Ensure proper error handling for edge cases
4. Check for any performance issues