Optimize scripting object data deserialziation

This commit is contained in:
Wojtek Figat
2021-05-30 14:12:41 +02:00
parent 3c72abad37
commit d2f339dba1

View File

@@ -149,7 +149,7 @@ void SceneObject::Deserialize(DeserializeStream& stream, ISerializeModifier* mod
// Handle C# objects data serialization
if (Flags & ObjectFlags::IsManagedType)
{
auto* const v = stream.FindMember("V");
auto* const v = SERIALIZE_FIND_MEMBER(stream, "V");
if (v != stream.MemberEnd() && v->value.IsObject() && v->value.MemberCount() != 0)
{
ManagedSerialization::Deserialize(v->value, GetOrCreateManagedInstance());
@@ -159,7 +159,7 @@ void SceneObject::Deserialize(DeserializeStream& stream, ISerializeModifier* mod
// Handle custom scripting objects data serialization
if (Flags & ObjectFlags::IsCustomScriptingType)
{
auto* const v = stream.FindMember("D");
auto* const v = SERIALIZE_FIND_MEMBER(stream, "D");
if (v != stream.MemberEnd() && v->value.IsObject() && v->value.MemberCount() != 0)
{
_type.Module->DeserializeObject(v->value, this, modifier);