As I understand it, there is no internet protocol that provides true broadcast like in say a card game or a partially synchronous network assumption. How close can internet protocols come though?
We've many parties playing some card game. Alice has a "hairdresser" card she wishes to play, so she broadcasts "hairdresser". Eve really does not want Alice to be the hairdresser right now.
We're playing over the internet though, so Alice's broadcast actually tells everyone in sequence, so Alice might tell Eve first. In this case, Eve will massively DDoS Alice, say 30 million botnet nodes. Eve might not necessarily have any bots in the same data center as Alice though.
We could solve this problem with a reliable broadcast protocol, in which erasure coding prevents Eve from learning before enough others, but that brings other complications, so my question is: How can Alice ensure that many of her outgoing "hairdresser" messages survive Eve's DDoD?
Alice has previously established TLS connections with all other players, either TCP or UDP. As I understand it, UDP survives DDoS somewhat better because lost TCP ACKs could block Alice's outgoing messages, not sure if QUIC suffers this too, yes? Eve cannot DDoS all the other player because then the game makes no progress.