Previous fix used Context.WebSockets.IsWebSocketRequest, but that
requires UseWebSockets() to have already run — and UseBattleNode
(which calls UseWebSockets) is registered AFTER UseAuthentication
in Program.cs, so the WS feature isn't installed when auth runs.
Switch to reading the raw Upgrade header, which works regardless
of middleware order.
Also split the WS handler's "Unknown battle/viewer pair" warning
into two distinct cases so we can tell unknown-BattleId from
viewer-id-mismatch (which lets us see whether the bridge stored
the right viewer or the client is encrypting a different id).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Two issues caught in the real-client smoke:
1) BestHTTP's SocketOptions.AdditionalQueryParams puts BattleId and
viewerId on HTTP request HEADERS for WebSocket-only transport
(NOT on the URL query string as the in-battle/transport.md spec
says). Real clients therefore send them as headers; our handler
was reading from query and rejecting every connect with "Unknown
battle/viewer pair: <bid>/<garbage>". Fix: header-first, query-
fallback (so the integration test still works against TestServer).
2) The Steam auth handler was running on every WS upgrade and
throwing NotSupportedException on Request.Body.Seek (Kestrel's
HttpRequestStream doesn't support Seek, and a WS upgrade is GET
with Content-Length: 0 anyway). It flooded logs and added no
value — the battle node has its own per-connection credentials.
Skip auth when IsWebSocketRequest is true.
Spec correction for in-battle/transport.md to follow.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>