I'm working on creating a PacketShaper class to identify and prioritize Demigod traffic for a student where I work. The idea is to make the game playable when our network is saturated.
In order to do so, I need to be able to identify Demigod traffic based on a signature (hex/string) that occurs in the beginning of the handshake/setup process between hosts.
I've looked over some packet captures from our students but nothing has stood out and I don't have the game so I can't capture myself.
Would any of the developers or gamers be kind enough to shed some light on the handshake process? I've read through some of the posts but haven't found what I'm looking for.