For devs having large /reload times
For devs having large /reload times - look in your console.log file. FGU gives times to load specific things. This will help to identify what is taking a lot of time.
For example:
Code:
[6/7/2021 11:17:16 AM] MEASURE: RULESETS LOAD - 6.4175463 - PFRPG2
[6/7/2021 11:17:16 AM] MEASURE: EXTENSIONS LOAD - 0.0159582 - 3
[6/7/2021 11:17:43 AM] MEASURE: MODULE LIST BUILD - 27.3664167 - 817
[6/7/2021 11:17:47 AM] MEASURE: REFRESH IMAGE ASSETS - 3.6448787
[6/7/2021 11:17:47 AM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0322312
[6/7/2021 11:17:49 AM] MEASURE: REFRESH TOKEN ASSETS - 2.4137092
[6/7/2021 11:17:49 AM] MEASURE: ASSET LIST BUILD - 6.0918182
[6/7/2021 11:17:52 AM] MEASURE: LOAD - PART 1 - 42.9208694
- 6.4 seconds to load the ruleset.
- Hardly any time to load 3 extensions.
- 27 seconds just to load the list of available modules - 817 modules in total! Wow! That's lots! Yeah, this campaign has the Universal Modules extension enabled, so FGU is basically unpacking and loading the definition.xml file for 817 modules.
- 3.6 seconds to refresh image assets.
- Negligible time for portraits.
- 2.4 seconds for tokens.
- 6 seconds to build the asset list.
For a grand total of 42 seconds to load just part 1 - before it moves on to load the campaign and opened modules data.
Removing the Universal Modules extension reduces part 1 to 15 seconds:
Code:
[6/7/2021 2:03:07 PM] MEASURE: RULESETS LOAD - 5.6420406 - PFRPG2
[6/7/2021 2:03:07 PM] MEASURE: EXTENSIONS LOAD - 0.0143472 - 2
[6/7/2021 2:03:13 PM] MEASURE: MODULE LIST BUILD - 5.691135 - 221
[6/7/2021 2:03:14 PM] MEASURE: REFRESH IMAGE ASSETS - 0.9240727
[6/7/2021 2:03:14 PM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0168492
[6/7/2021 2:03:15 PM] MEASURE: REFRESH TOKEN ASSETS - 0.6651514
[6/7/2021 2:03:15 PM] MEASURE: ASSET LIST BUILD - 1.6060733
[6/7/2021 2:03:17 PM] MEASURE: LOAD - PART 1 - 15.024842
But then part 2 (loading of campaign data and modules) still takes 20 seconds:
Code:
[6/7/2021 2:03:18 PM] MEASURE: MODULE LOAD - 0.1830767 - FG Battle Maps
[6/7/2021 2:03:21 PM] MEASURE: MODULE LOAD - 2.5167697 - Pathfinder Advanced Player's Guide
[6/7/2021 2:03:22 PM] MEASURE: MODULE LOAD - 1.4865127 - Pathfinder Lost Omens Ancestry Guide
[6/7/2021 2:03:22 PM] MEASURE: MODULE LOAD - 0.0293107 - Pathfinder Lost Omens Azarketi Ancestry
[6/7/2021 2:03:24 PM] MEASURE: MODULE LOAD - 1.3610592 - Lost Omens Character Guide - Player Guide
[6/7/2021 2:03:26 PM] MEASURE: MODULE LOAD - 2.2662763 - Pathfinder Lost Omens Gods-Magic
[6/7/2021 2:03:30 PM] MEASURE: MODULE LOAD - 4.4313198 - Pathfinder Lost Omens World Guide
[6/7/2021 2:03:36 PM] MEASURE: MODULE LOAD - 5.8711502 - Pathfinder Second Edition Core Rules
[6/7/2021 2:03:37 PM] RULESET: Pathfinder RPG Second Edition ruleset v2021-06-15 (PF2 release 18e) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
[6/7/2021 2:03:37 PM] RULESET: Core RPG ruleset (v2021-06-01) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
[6/7/2021 2:03:37 PM] EXTENSION: Extension (Dev: Conversion*Checker) loaded.
[6/7/2021 2:03:37 PM] EXTENSION: Extension (Dev: Properties Inspector) loaded.
[6/7/2021 2:03:37 PM] MEASURE: LOAD - PART 2 - 20.7562357
So, this should help to identify what areas can be reduced for those devs doing frequent /reload operations. In the above example, after disabling the Universal Modules extension, there's not much else I can realistically do to reduce the part 1 load time (as the main portion of that is from the PFRPG2 ruleset and the standard modules that PFRPG2 can open), but I can easily reduce part 2 from 20 seconds down to 7-8 seconds for the dev work I'm currently doing. So, in this example, I've gone from 57 seconds down to 23. Still more than FGC, but definitely a big improvement.