use anyhow::Result;

/// Post-wipe server health verification.
///
/// Called by the wipe engine after a wipe completes to verify the server
/// came back up correctly. Checks are configurable via PostWipeConfig
/// and failures can trigger rollback or retry logic.
pub struct HealthChecker {
    // TODO: Add fields:
    // - db: sqlx::PgPool
    // - max_retries: u32
    // - check_timeout: std::time::Duration
}

impl HealthChecker {
    /// Run all configured health checks against the server.
    ///
    /// Returns Ok(true) if all checks pass, Ok(false) if checks fail
    /// after exhausting retries. Returns Err only on unexpected errors.
    pub async fn verify_server_health(
        &self,
        _server_id: &str,
        _license_id: uuid::Uuid,
    ) -> Result<bool> {
        // TODO: Resolve PanelAdapter for this server
        // TODO: Wait for server to report is_running=true
        // TODO: Run each configured check (map, plugins, slots)
        // TODO: Retry on failure up to max_retries with backoff
        // TODO: Return aggregate pass/fail
        todo!()
    }

    /// Verify the correct map is loaded on the server.
    ///
    /// Sends RCON command to query the current level and compares
    /// against the expected map from the wipe profile.
    pub async fn check_map(&self, _server_id: &str, _expected_map: &str) -> Result<bool> {
        // TODO: Send "status" or "serverinfo" via RCON
        // TODO: Parse response for current level/map name
        // TODO: Compare against expected_map
        todo!()
    }

    /// Verify all required plugins are loaded and responding.
    pub async fn check_plugins(
        &self,
        _server_id: &str,
        _expected_plugins: &[String],
    ) -> Result<bool> {
        // TODO: Send "plugins" or "oxide.plugins" via RCON
        // TODO: Parse response for loaded plugin list
        // TODO: Check all expected_plugins are present
        todo!()
    }

    /// Verify the server is accepting player connections.
    pub async fn check_player_slots(&self, _server_id: &str) -> Result<bool> {
        // TODO: Query server status via PanelAdapter or RCON
        // TODO: Verify max_players > 0 and server is connectable
        // TODO: Optionally perform A2S query against game port
        todo!()
    }
}
