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Feature/assetbundle #3510

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Feature/assetbundle #3510

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Description

  1. Problems to solve.

AssetBundle 분리를 통한 앱 전체 용량 축소 및 메모리 최적화

  1. Features to add.

AssetBundle 기능 추가
동적 로딩-언로딩 추가
기존 동적로딩 파트 AssetBundle로드로 대체

How to test

  1. Builds 메뉴의 AssetBundle 빌드 테스트
  2. s3에 직접 업로드 (안정성을 위해 현 버전은 CI대신 직접 업로드 선택): aws s3 cp ./AssetBundles/90.0.0 s3://9c-mobile/internal/asset-bundles/90.0.0 --recursive 등의 명령어로 수행 가능
  3. 빌드 테스트 - strip engine code 옵션이 꺼져야 함, 일부 웹리퀘스트 엔진코드가 스트립됨

TODO

  1. AssetBundle 다운로드 UI 필요
  2. 런칭 이후 CI 작업

uitaekim-devcra and others added 30 commits October 4, 2023 03:25
Took THEIRS

# Conflicts:
#	nekoyume/Assets/BundledResources/VFX/MaterialsTextures/NY_UI_rainbow.mat
#	nekoyume/Assets/BundledResources/VFX/MaterialsTextures/NY_UI_rainbow.mat.meta
#	nekoyume/Assets/BundledResources/VFX/MaterialsTextures/NY_UI_rainbow.png
#	nekoyume/Assets/BundledResources/VFX/MaterialsTextures/NY_UI_rainbow.png.meta
#	nekoyume/Assets/BundledResources/VFX/Prefabs/CelebratesVFX.prefab
#	nekoyume/Assets/BundledResources/VFX/Prefabs/CelebratesVFX.prefab.meta
#	nekoyume/Assets/BundledResources/VFX/Prefabs/Result_Light.prefab
#	nekoyume/Assets/BundledResources/VFX/Prefabs/Result_Light.prefab.meta
#	nekoyume/Assets/BundledResources/VFX/Prefabs/UI_Lobby_bg_main_LightVFX.prefab
#	nekoyume/Assets/BundledResources/VFX/Prefabs/UI_Lobby_bg_main_LightVFX.prefab.meta
#	nekoyume/Assets/BundledResources/VFX/Prefabs/UI_Lobby_bg_main_WorldBossVFX.prefab
#	nekoyume/Assets/BundledResources/VFX/Prefabs/UI_Lobby_bg_main_WorldBossVFX.prefab.meta
#	nekoyume/Assets/BundledResources/VFX/Prefabs/UI_Lobby_bg_main_portal2VFX.prefab
#	nekoyume/Assets/BundledResources/VFX/Prefabs/UI_Lobby_bg_main_portal2VFX.prefab.meta
#	nekoyume/Assets/BundledResources/VFX/Prefabs/UI_main_bg_rainbow.prefab
#	nekoyume/Assets/BundledResources/VFX/Prefabs/UI_main_bg_rainbow.prefab.meta
#	nekoyume/Assets/BundledResources/VFX/Prefabs/UI_main_light.prefab
#	nekoyume/Assets/BundledResources/VFX/Prefabs/UI_main_light.prefab.meta
#	nekoyume/Assets/BundledResources/VFX/Prefabs/UI_patrolreward_000102.prefab
#	nekoyume/Assets/BundledResources/VFX/Prefabs/UI_patrolreward_000102.prefab.meta
#	nekoyume/Assets/BundledResources/VFX/Prefabs/UI_patrolreward_03.prefab
#	nekoyume/Assets/BundledResources/VFX/Prefabs/UI_patrolreward_03.prefab.meta
#	nekoyume/Assets/Resources/SpriteAtlases/UI/Atlas_Shop.spriteatlas
…undle

# Conflicts:
#	nekoyume/Assets/BundledResources/UI/Icons/Item/700902.png
#	nekoyume/Assets/BundledResources/UI/Icons/Item/700902.png.meta
#	nekoyume/Assets/BundledResources/UI/Icons/Item/700904.png
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/700906.png
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/701002.png
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/701004.png
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/701006.png
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/701102.png
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/701104.png
#	nekoyume/Assets/BundledResources/UI/Icons/Item/701104.png.meta
#	nekoyume/Assets/BundledResources/UI/Icons/Item/701106.png
#	nekoyume/Assets/BundledResources/UI/Icons/Item/701106.png.meta
#	nekoyume/Assets/BundledResources/UI/Icons/Item/701202.png
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/701204.png
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/701206.png
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/701302.png
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/701902.png
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/701904.png
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/701906.png
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/702002.png
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/702004.png
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/702006.png
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/702102.png
#	nekoyume/Assets/BundledResources/UI/Icons/Item/702102.png.meta
#	nekoyume/Assets/BundledResources/UI/Icons/Item/702104.png
#	nekoyume/Assets/BundledResources/UI/Icons/Item/702104.png.meta
#	nekoyume/Assets/BundledResources/UI/Icons/Item/702106.png
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/702202.png
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/702204.png.meta
#	nekoyume/Assets/BundledResources/UI/Icons/Item/702206.png
#	nekoyume/Assets/BundledResources/UI/Icons/Item/702206.png.meta
uitae-kim and others added 11 commits November 10, 2023 16:15
…undle

# Conflicts:
#	nekoyume/Assets/BundledResources/Audio/Sfx/Prefabs/sfx_star.prefab
#	nekoyume/Assets/BundledResources/Audio/Sfx/Prefabs/sfx_star.prefab.meta
#	nekoyume/Assets/BundledResources/Audio/Sfx/clips/sfx_star.wav
#	nekoyume/Assets/BundledResources/Audio/Sfx/clips/sfx_star.wav.meta
#	nekoyume/Assets/BundledResources/Character/PlayerSpineTexture/Weapon/10130002.png
#	nekoyume/Assets/BundledResources/Character/PlayerSpineTexture/Weapon/10130002.png.meta
#	nekoyume/Assets/BundledResources/HelpPopupData/Sprites/result_29_Seasonpass.png
#	nekoyume/Assets/BundledResources/HelpPopupData/Sprites/result_29_Seasonpass.png.meta
#	nekoyume/Assets/BundledResources/UI/Animations/LastReward.controller
#	nekoyume/Assets/BundledResources/UI/Animations/LastReward.controller.meta
#	nekoyume/Assets/BundledResources/UI/Animations/[email protected]
#	nekoyume/Assets/BundledResources/UI/Animations/[email protected]
#	nekoyume/Assets/BundledResources/UI/Animations/[email protected]
#	nekoyume/Assets/BundledResources/UI/Animations/[email protected]
#	nekoyume/Assets/BundledResources/UI/Animations/[email protected]
#	nekoyume/Assets/BundledResources/UI/Animations/[email protected]
#	nekoyume/Assets/BundledResources/UI/Animations/[email protected]
#	nekoyume/Assets/BundledResources/UI/Animations/[email protected]
#	nekoyume/Assets/BundledResources/UI/Icons/Item/10130002.png
#	nekoyume/Assets/BundledResources/UI/Icons/Item/10130002.png.meta
#	nekoyume/Assets/BundledResources/UI/Icons/Item/49900012.png
#	nekoyume/Assets/BundledResources/UI/Icons/Item/49900012.png.meta
#	nekoyume/Assets/BundledResources/UI/Prefabs/UI_IntroScreen_backup.prefab
#	nekoyume/Assets/BundledResources/UI/Prefabs/UI_IntroScreen_backup.prefab.meta
#	nekoyume/Assets/BundledResources/UI/Prefabs/UI_InviteFriendsPopup.prefab
#	nekoyume/Assets/BundledResources/UI/Prefabs/UI_InviteFriendsPopup.prefab.meta
#	nekoyume/Assets/BundledResources/UI/Prefabs/UI_SeasonPass.prefab
#	nekoyume/Assets/BundledResources/UI/Prefabs/UI_SeasonPass.prefab.meta
#	nekoyume/Assets/BundledResources/UI/Prefabs/UI_SeasonPassNewPopup.prefab
#	nekoyume/Assets/BundledResources/UI/Prefabs/UI_SeasonPassNewPopup.prefab.meta
#	nekoyume/Assets/BundledResources/UI/Prefabs/UI_SeasonPassPremiumPopup.prefab
#	nekoyume/Assets/BundledResources/UI/Prefabs/UI_SeasonPassPremiumPopup.prefab.meta
#	nekoyume/Assets/BundledResources/UI/Textures/00_Loading/loading_worldboss.png
#	nekoyume/Assets/BundledResources/UI/Textures/00_Loading/loading_worldboss.png.meta
#	nekoyume/Assets/BundledResources/VFX/Prefabs/PremiumPlusVFX.prefab
#	nekoyume/Assets/BundledResources/VFX/Prefabs/PremiumPlusVFX.prefab.meta
#	nekoyume/Assets/Resources/UI/Animations/[email protected]
#	nekoyume/Assets/Resources/UI/Animations/[email protected]
#	nekoyume/ProjectSettings/ProjectSettings.asset
…undle

# Conflicts:
#	nekoyume/Assets/BundledResources/Font/Materials/ChineseSimplified SDF Material - WorldmapClose.mat
#	nekoyume/Assets/BundledResources/Font/Materials/ChineseSimplified SDF Material - WorldmapClose.mat.meta
#	nekoyume/Assets/BundledResources/Font/Materials/ChineseSimplified SDF Material - WorldmapOpen.mat
#	nekoyume/Assets/BundledResources/Font/Materials/ChineseSimplified SDF Material - WorldmapOpen.mat.meta
#	nekoyume/Assets/BundledResources/Font/Materials/ChineseSimplified SDF Material - WorldmapUnlock.mat
#	nekoyume/Assets/BundledResources/Font/Materials/ChineseSimplified SDF Material - WorldmapUnlock.mat.meta
#	nekoyume/Assets/BundledResources/Font/Materials/ChineseTraditional SDF Material - WorldmapClose.mat
#	nekoyume/Assets/BundledResources/Font/Materials/ChineseTraditional SDF Material - WorldmapClose.mat.meta
#	nekoyume/Assets/BundledResources/Font/Materials/ChineseTraditional SDF Material - WorldmapOpen.mat
#	nekoyume/Assets/BundledResources/Font/Materials/ChineseTraditional SDF Material - WorldmapOpen.mat.meta
#	nekoyume/Assets/BundledResources/Font/Materials/ChineseTraditional SDF Material - WorldmapUnlock.mat
#	nekoyume/Assets/BundledResources/Font/Materials/ChineseTraditional SDF Material - WorldmapUnlock.mat.meta
#	nekoyume/Assets/BundledResources/Font/Materials/English SDF Material - WorldmapClose.mat
#	nekoyume/Assets/BundledResources/Font/Materials/English SDF Material - WorldmapClose.mat.meta
#	nekoyume/Assets/BundledResources/Font/Materials/English SDF Material - WorldmapOpen.mat
#	nekoyume/Assets/BundledResources/Font/Materials/English SDF Material - WorldmapOpen.mat.meta
#	nekoyume/Assets/BundledResources/Font/Materials/English SDF Material - WorldmapUnlock.mat
#	nekoyume/Assets/BundledResources/Font/Materials/English SDF Material - WorldmapUnlock.mat.meta
#	nekoyume/Assets/BundledResources/Font/Materials/Japanese SDF Material - WorldmapClose.mat
#	nekoyume/Assets/BundledResources/Font/Materials/Japanese SDF Material - WorldmapClose.mat.meta
#	nekoyume/Assets/BundledResources/Font/Materials/Japanese SDF Material - WorldmapOpen.mat
#	nekoyume/Assets/BundledResources/Font/Materials/Japanese SDF Material - WorldmapOpen.mat.meta
#	nekoyume/Assets/BundledResources/Font/Materials/Japanese SDF Material - WorldmapUnlock.mat
#	nekoyume/Assets/BundledResources/Font/Materials/Japanese SDF Material - WorldmapUnlock.mat.meta
#	nekoyume/Assets/BundledResources/Font/Materials/Korean SDF Material - WorldmapClose.mat
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#	nekoyume/Assets/BundledResources/Font/Materials/Korean SDF Material - WorldmapOpen.mat
#	nekoyume/Assets/BundledResources/Font/Materials/Korean SDF Material - WorldmapOpen.mat.meta
#	nekoyume/Assets/BundledResources/Font/Materials/Korean SDF Material - WorldmapUnlock.mat
#	nekoyume/Assets/BundledResources/Font/Materials/Korean SDF Material - WorldmapUnlock.mat.meta
#	nekoyume/Assets/BundledResources/Font/Materials/PortugueseBrazil SDF Material - WorldmapClose.mat
#	nekoyume/Assets/BundledResources/Font/Materials/PortugueseBrazil SDF Material - WorldmapClose.mat.meta
#	nekoyume/Assets/BundledResources/Font/Materials/PortugueseBrazil SDF Material - WorldmapOpen.mat
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#	nekoyume/Assets/BundledResources/Font/Materials/PortugueseBrazil SDF Material - WorldmapUnlock.mat.meta
#	nekoyume/Assets/BundledResources/Font/Materials/Russia SDF Material - WorldmapClose.mat
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#	nekoyume/Assets/BundledResources/Font/Materials/Russia SDF Material - WorldmapOpen.mat
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#	nekoyume/Assets/BundledResources/Font/Materials/Spanish SDF Material - WorldmapClose.mat
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#	nekoyume/Assets/BundledResources/Font/Materials/Thai SDF Material - WorldmapUnlock.mat
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#	nekoyume/Assets/BundledResources/VFX/Prefabs/Aura/AuraResourecs/Spine/Aura_01-blue.atlas.txt
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This PR has 4790 quantified lines of changes. In general, a change size of upto 200 lines is ideal for the best PR experience!


Quantification details

Label      : Extra Large
Size       : +3371 -1419
Percentile : 100%

Total files changed: 286

Change summary by file extension:
.gitignore : +5 -0
.meta : +3336 -1389
.prefab : +15 -15
.mat : +12 -12
.asset : +3 -3

Change counts above are quantified counts, based on the PullRequestQuantifier customizations.

Why proper sizing of changes matters

Optimal pull request sizes drive a better predictable PR flow as they strike a
balance between between PR complexity and PR review overhead. PRs within the
optimal size (typical small, or medium sized PRs) mean:

  • Fast and predictable releases to production:
    • Optimal size changes are more likely to be reviewed faster with fewer
      iterations.
    • Similarity in low PR complexity drives similar review times.
  • Review quality is likely higher as complexity is lower:
    • Bugs are more likely to be detected.
    • Code inconsistencies are more likely to be detected.
  • Knowledge sharing is improved within the participants:
    • Small portions can be assimilated better.
  • Better engineering practices are exercised:
    • Solving big problems by dividing them in well contained, smaller problems.
    • Exercising separation of concerns within the code changes.

What can I do to optimize my changes

  • Use the PullRequestQuantifier to quantify your PR accurately
    • Create a context profile for your repo using the context generator
    • Exclude files that are not necessary to be reviewed or do not increase the review complexity. Example: Autogenerated code, docs, project IDE setting files, binaries, etc. Check out the Excluded section from your prquantifier.yaml context profile.
    • Understand your typical change complexity, drive towards the desired complexity by adjusting the label mapping in your prquantifier.yaml context profile.
    • Only use the labels that matter to you, see context specification to customize your prquantifier.yaml context profile.
  • Change your engineering behaviors
    • For PRs that fall outside of the desired spectrum, review the details and check if:
      • Your PR could be split in smaller, self-contained PRs instead
      • Your PR only solves one particular issue. (For example, don't refactor and code new features in the same PR).

How to interpret the change counts in git diff output

  • One line was added: +1 -0
  • One line was deleted: +0 -1
  • One line was modified: +1 -1 (git diff doesn't know about modified, it will
    interpret that line like one addition plus one deletion)
  • Change percentiles: Change characteristics (addition, deletion, modification)
    of this PR in relation to all other PRs within the repository.


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CLAassistant commented Nov 16, 2023

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Thank you for your submission! We really appreciate it. Like many open source projects, we ask that you all sign our Contributor License Agreement before we can accept your contribution.
0 out of 2 committers have signed the CLA.

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