First rule of networking: Every bad thing that can happen, will.
If nothing else, by sheer bugginess you will certainly have something, at some point, retransmitting UDP packets for no good reason.
I think that is the point of these conversations. You shouldn't have application expectations that cannot be met in the real world. Even in your own data center you have far less control over your mirrored switches doing something dumb like sending a stream of packets twice out of their respective interfaces.
> There are essentially three types of delivery semantics: at-most-once, at-least-once, and exactly-once. Of the three, the first two are feasible and widely used.
But in the context you're talking about, even those first two are not "feasible." And in the context you're talking about, there's basically no point in talking about anything you can do to try to achieve certain behavior since there is technically no way to physically guarantee that. What you are saying is definitely not "the point of these conversations," because you're just saying that literally nothing can ever be absolutely guaranteed. Technically true, but not particularly helpful when you're designing real systems to solve real problems, and your systems will mostly operate on infrastructure that mostly does work as intended.
In that context, everything bad can happen, but it rarely does. For example: packets most definitely get dropped, but not every packet does in practice. Packets can get double-sent, but again, not every packet in practice. Packets can get corrupted randomly, but again, not every packet in practice.
The hard mathematical guarantee: nothing at all! You will get a packet from 0 to N times, where N might be arbitrarily large.
The in-practice behavior: mostly kinda works, but be careful! Have a strategy for reordering, a strategy for detecting and handling dupes, and a strategy for when you need to just give up and start from scratch.
The internet is like that but if some router is screwing it up, you can’t call the owner and complain.
Nowadays though, it is getting much harder to do so however. I know there's a secret IRC of black belt NetOps out there, but I haven't managed to figure out how to route myself there yet.
(Rumor has it there's a router out there with a reliably flaky network card that'll mangle the packets juuuuuust right. Personally, I think it's all hooey and someone has a really neat IPTables file complete with port knocking)
It turns out it really isn't that much daylight, and it's really easy to overestimate the size of that window. As you scale up, that window gets smaller and smaller, too, which makes it even more exciting.
Nevertheless, it is indeed where real systems are built.
I also disagree that realizing that nothing can be guaranteed is not important to building systems. The more you scale up, the more important it is. It's hugely important. It's one of the major things that separates people who can build real network systems at scale and those who can't. Far from the only such thing, but certainly one of the important ones.
On public networks, yes.
Of course in many cases andyou have to limit what edge cases you deal with unless you have infinite development time, but unexpectedly repeated UDP packets are definitely something that happens often enough to account for it if your protocol could be adversely affected by it.
Packets can and will be queued in multiple outgoing interfaces.
Dumb shit happens in network kit.
Also, the new SDN stuff sends packets multiple times over different paths on purpose. It's supposed to discard everything except the one that got there first, but...
On noisy wifi you're transferring data, and the destination finally gets enough packets to send an ACK for the sliding window, only the source never gets the ACK, so it sends the packets it thinks you want but already have. Some of those get through, and the destination realizes it needs to send the ACK again because clearly you didn't get it the first time. Finally you resync and start getting new data, until the next cup of coffee goes into the microwave and it all repeats again.
Since many UDP protocols end up re-implementing half of TCP, you're going to have some of the same failure modes.
They're supposed to run STP or bonding or something to make 1 & 2 a logical single link, but that's misconfigured, misbehaving, or just plain old buggy.
By sheer bad luck, switch B has currently overflowed its MAC lookup table, and is falling back to broadcast for your destination MAC.
You send a packet to switch A. Switch A looks up the destination MAC, and forwards the packet to link 1. Switch B receives the packet, has no idea where that MAC is, and forwards it to links 2-n. Switch A receives the packet, looks up the destination MAC, and and forwards the packet to link 1. Rinse, repeat. Observe packets sent by switch B on ports 3-n.