No wraparound logic on replay protection sequence number comparisons
Closed this issue · 2 comments
dbechrd commented
dbechrd commented
This probably doesn't matter if the sequence numbers always start at zero and don't skip any numbers, since sending a packet every millisecond would take ~584 million years to overflow a u64.
Even at a peak packet send rate of what the internet claims is "10-Gb/s Ethernet interface: Can deliver up to 14,880,960 packets per second", it will still take 39,000 years to overflow.
It seems to be the case that it starts at zero and is incremented once per packet, so if so, feel free to close this issue.
gafferongames commented
Yes, as you calculated, the intention with 64bit sequence numbers here is that for all practical purposes, they will never overflow. Closing.