Which field in IP header is used to stop packet to loop in the network infinitely?

If a routing loop occurs between two or more routers, the packet will keep moving back and forth until it passes sixty four or defined number of maximum hops allowed. When it reaches maximum allowed hop count or when the TTL field becomes zero, the packet is dropped from the network.(TTL HEADER IS 8 BIT)

THEREFORE TTL IS USED TO PREVENT PACKET LOOPING.

SO  OPTION B IS CORRECT.

This article is about situations where a packet can return to a layer-2 switch via another path. For situations where a packet returns to a router via the same link, see routing loop.

A switching loop or bridge loop occurs in computer networks when there is more than one layer 2 path between two endpoints (e.g. multiple connections between two network switches or two ports on the same switch connected to each other). The loop creates broadcast storms as broadcasts and multicasts are forwarded by switches out every port, the switch or switches will repeatedly rebroadcast the broadcast messages flooding the network.[1] Since the layer-2 header does not include a time to live (TTL) field, if a frame is sent into a looped topology, it can loop forever.

A physical topology that contains switching or bridge loops is attractive for redundancy reasons, yet a switched network must not have loops. The solution is to allow physical loops, but create a loop-free logical topology using link aggregation, shortest path bridging, spanning tree protocol or TRILL on the network switches.

Broadcasts[edit]

In the case of broadcast packets over a switching loop, the situation may develop into a broadcast storm.

In a very simple example, a switch with three ports A, B, and C has a normal node connected to port A while ports B and C are connected to each other in a loop. All ports have the same link speed and run in full duplex mode. Now, when a broadcast frame enters the switch through port A, this frame is forwarded to all ports but the source port, i.e. ports B and C. Both frames exiting ports B and C traverse the loop in opposite directions and reenter the switch through their counterpart port. The frame received on port B is then forwarded to ports A and C, the frame received on port C to ports A and B. So, the node on port A receives two copies of its own broadcast frame while the other two copies produced by the loop continue to cycle. Likewise, each broadcast frame entering the system continues to cycle through the loop in both directions, rebroadcasting back to the network in each loop, and broadcasts accumulate. Eventually, the accumulated broadcasts exhaust the egress capacity of the links, the switch begins dropping frames, and communication across the switch becomes unreliable or even impossible.

MAC database instability[edit]

Switching loops can cause misleading entries in a switch's media access control (MAC) database and can cause endless unicast frames to be broadcast throughout the network. A loop can make a switch receive the same broadcast frames on two different ports, and alternatingly associate the sending MAC address with the one or the other port. It may then incorrectly direct traffic for that MAC address to the wrong port, effectively causing this traffic to be lost, and even causing other switches to incorrectly associate the sender's address with a wrong port as well.

Multiple frame transmissions[edit]

In a redundant switched network it is possible for an end device to receive the same frame multiple times.[citation needed]

TTL[edit]

Routing loops are tempered by a time to live (TTL) field in layer-3 packet header; Packets will circulate the routing loop until their TTL value expires. No TTL concept exists at layer 2 and packets in a switching loop will circulate until dropped, e.g. due to resource exhaustion.

References[edit]

  1. ^ "How to identify and quickly fix a network switching loop / switching loops?". May 19, 2016.

The IPv4 packet header has quite some fields. In this lesson we’ll take a look at them and I’ll explain what everything is used for. Take a look at this picture:

Which field in IP header is used to stop packet to loop in the network infinitely?

Let’s walk through all these fields:

  • Version: the first field tells us which IP version we are using, only IPv4 uses this header so you will always find decimal value 4 here.
  • Header Length: this 4 bit field tells us the length of the IP header in 32 bit increments. The minimum length of an IP header is 20 bytes so with 32 bit increments, you would see value of 5 here. The maximum value we can create with 4 bits is 15 so with 32 bit increments, that would be a header length of 60 bytes. This field is also called the Internet Header Length (IHL).
  • Type of Service: this is used for QoS (Quality of Service). There are 8 bits that we can use to mark the packet which we can use to give the packet a certain treatment. You can read more about this field in my IP precedence and DSCP lesson.
  • Total Length: this 16-bit field indicates the entire size of the IP packet (header and data) in bytes. The minimum size is 20 bytes (if you have no data) and the maximum size is 65.535 bytes, that’s the highest value you can create with 16 bits.
  • Identification: If the IP packet is fragmented then each fragmented packet will use the same 16 bit identification number to identify to which IP packet they belong to.
  • IP Flags: These 3 bits are used for fragmentation:
    • The first bit is always set to 0.
    • The second bit is called the DF (Don’t Fragment) bit and indicates that this packet should not be fragmented.
    • The third bit is called the MF (More Fragments) bit and is set on all fragmented packets except the last one.
  • Fragment Offset: this 13 bit field specifies the position of the fragment in the original fragmented IP packet.
  • Time to Live: Everytime an IP packet passes through a router, the time to live field is decremented by 1. Once it hits 0 the router will drop the packet and sends an ICMP time exceeded message to the sender. The time to live field has 8 bits and is used to prevent packets from looping around forever (if you have a routing loop).
  • Protocol: this 8 bit field tells us which protocol is enapsulated in the IP packet, for example TCP has value 6 and UDP has value 17.
  • Header Checksum: this 16 bit field is used to store a checksum of the header. The receiver can use the checksum to check if there are any errors in the header.
  • Source Address: here you will find the 32 bit source IP address.
  • Destination Address: and here’s the 32 bit destination IP address.
  • IP Option: this field is not used often, is optional and has a variable length based on the options that were used. When you use this field, the value in the header length field will increase. An example of a possible option is “source route” where the sender requests for a certain routing path.

Here’s a real life example of an IP packet in Wireshark where you can see how these fields are used:

Which field in IP header is used to stop packet to loop in the network infinitely?

I hope this lesson has been helpful to understand the different fields in the IPv4 packet header. If you have any questions, feel free to leave a comment in our forum.

Which field in the IP header is used to prevent an IP packet from continuously looping through a network?

Distance Vector protocols use the TTL (Time-to-Live) value in the IP datagram header to avoid Routing Loops. When an IP datagram move from router to router, a router keeps track of the hops in the TTL field in the IP datagram header. For each hop a packet goes through, the packet's TTL field is decremented by one.

Which protocol is used to prevent loops in routing?

Split horizon method can prevent routing loops because information from one node will never return to the same node.

Which field stops packets from endlessly circulating around the Internet?

In networking, TTL prevents data packets from moving across the network indefinitely. In applications, TTL manages data caching and boosts performance.

What causes a routing loop?

Routing loops are caused by the incorrect configuration of routing protocols where data packets sent between hosts of different networks, are caught in an endless loop travelling between network routers with incorrect route entries. A Physical loop is caused by a loop link between devices.