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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

uitae 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/701102.png
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/701104.png
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/701106.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
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#	nekoyume/Assets/BundledResources/UI/Icons/Item/702104.png
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#	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/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/SeasonPassLastReward@Close.anim
#	nekoyume/Assets/BundledResources/UI/Animations/SeasonPassLastReward@Close.anim.meta
#	nekoyume/Assets/BundledResources/UI/Animations/SeasonPassLastReward@Show.anim
#	nekoyume/Assets/BundledResources/UI/Animations/SeasonPassLastReward@Show.anim.meta
#	nekoyume/Assets/BundledResources/UI/Animations/UIIntroScreenMobileController@Show.anim
#	nekoyume/Assets/BundledResources/UI/Animations/UIIntroScreenMobileController@Show.anim.meta
#	nekoyume/Assets/BundledResources/UI/Animations/UIIntroScreenMobileController@ShowButtons.anim
#	nekoyume/Assets/BundledResources/UI/Animations/UIIntroScreenMobileController@ShowButtons.anim.meta
#	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/UIIntroScreenMobileController@Show.anim
#	nekoyume/Assets/Resources/UI/Animations/UIIntroScreenMobileController@Show.anim.meta
#	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
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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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