public void RenderIntoBatch(RenderBatchBuilder batchBuilder, RenderFragment renderFragment, out Exception?renderFragmentException) { renderFragmentException = null; // A component might be in the render queue already before getting disposed by an // earlier entry in the render queue. In that case, rendering is a no-op. if (_componentWasDisposed) { return; } _nextRenderTree.Clear(); try { renderFragment(_nextRenderTree); } catch (Exception ex) { // If an exception occurs in the render fragment delegate, we won't process the diff in any way, so child components, // event handlers, etc., will all be left untouched as if this component didn't re-render at all. The Renderer will // then forcibly clear the descendant subtree by rendering an empty fragment for this component. renderFragmentException = ex; return; } // We don't want to make errors from this be recoverable, because there's no legitimate reason for them to happen _nextRenderTree.AssertTreeIsValid(Component); // Swap the old and new tree builders (CurrentRenderTree, _nextRenderTree) = (_nextRenderTree, CurrentRenderTree); var diff = RenderTreeDiffBuilder.ComputeDiff( _renderer, batchBuilder, ComponentId, _nextRenderTree.GetFrames(), CurrentRenderTree.GetFrames()); batchBuilder.UpdatedComponentDiffs.Append(diff); batchBuilder.InvalidateParameterViews(); }