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f628ccfd35
newAPIService never supplied SteamLogin, so POST /v1/session/steam always returned 503 auth_unavailable in production. The only implementation was cmd/testkit-api's fake, which derives an identity from the ticket string itself and accepts anything -- so the passing integration path was neither deployable nor secure. On the client side the game started with an empty token and a loopback base URL, and no production code called configure() or login_steam(); the menu entered matchmaking directly, so every request failed ERR_UNAUTHORIZED before reaching the network. Add a real ISteamUserAuth/AuthenticateUserTicket adapter behind an interface, so the production login path is testable with only the Valve call stubbed. It rejects family-shared copies (the account playing does not own the app) and, by default, VAC- or publisher-banned accounts, and refuses malformed tickets locally rather than forwarding them. Crucially it separates our faults from the player's: a Valve outage or a revoked publisher key returns 503, not 401. Answering 401 would tell a legitimate player their login failed and send them to fix an account that is fine while the real fault went unnoticed. A banned identity now returns 403 rather than a misleading 503. Sign-in is configuration-gated on the publisher key and App ID: without them the endpoint keeps returning 503, since silently accepting an unverified ticket would be worse than refusing to authenticate. A returning player keeps the player ID they already had, so ratings, penalties and bans follow the account rather than the session. Client side: acquire a web-API ticket through GodotSteam's async signal -- requesting one returns a handle, not a ticket -- using the existing dynamic-call pattern so stock Godot still parses the project. The endpoint is configurable for release builds, and matchmaking completes sign-in before it will queue. Verified against real PostgreSQL; 232 Godot tests pass.