hls.js: 10s -> 30s segment load cap (iPhone FragLoadTimeout)
The iPhone error 'Playback failed: FragLoadTimeout' + 74 all-200 segment requests = the phone's downlink can't deliver a ~700KB segment within the 10s cap; hls.js measured the load client-side while the server finished instantly. Raise maxLoadTimeMs to 30s (first-byte 20s) so slow-but-alive phone links complete; retries still bound the truly-dead case. assets v=11.
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@@ -899,18 +899,19 @@ async function play(ep_id, ep_no) {
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// finish, and the proxy's retry path gets a chance
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// hls.js 1.5.x reads the retry budget from the errorRetry / timeoutRetry
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// sub-objects (a top-level maxNumRetry is ignored — that was the old bug).
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// maxTimeToFirstByteMs first byte within 15s
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// maxLoadTimeMs total load within 10s — finite cap, and LOWER than
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// the first-byte cap, so a dribbling CDN segment is
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// aborted at 10s and retried (timeoutRetry 6x) instead
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// of the player staring at "Buffering…" for 30s
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// maxTimeToFirstByteMs first byte within 20s
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// maxLoadTimeMs total load within 30s — covers SLOW CLIENT LINKS
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// (a 700KB segment on a ~35KB/s phone link takes
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// 20s+; the old 10s cap made the iPhone FragLoadTime
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// out through all 6 retries even though every
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// request 200'd server-side)
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// timeoutRetry retries for a load *timeout* (was default 1!)
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// errorRetry retries for HTTP errors like our proxy's 502
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// Together: a slow/stalled CDN gets retried with backoff instead of one
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// shot -> fatal fragLoadTimeOut.
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// Together: a slow/stalled CDN or slow phone link gets retried with backoff
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// instead of one shot -> fatal fragLoadTimeOut.
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hls = new Hls({ fragLoadPolicy: { default: {
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maxTimeToFirstByteMs: 15000,
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maxLoadTimeMs: 10000,
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maxTimeToFirstByteMs: 20000,
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maxLoadTimeMs: 30000,
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timeoutRetry: { maxNumRetry: 6, retryDelayMs: 1000, maxRetryDelayMs: 20000, backoff: "linear" },
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errorRetry: { maxNumRetry: 8, retryDelayMs: 1000, maxRetryDelayMs: 20000, backoff: "linear" },
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} } });
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