public void RenderIntoBatch(RenderBatchBuilder batchBuilder, RenderFragment renderFragment) { // 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; } // Swap the old and new tree builders (CurrentRenderTree, _renderTreeBuilderPrevious) = (_renderTreeBuilderPrevious, CurrentRenderTree); CurrentRenderTree.Clear(); renderFragment(CurrentRenderTree); var diff = RenderTreeDiffBuilder.ComputeDiff( _renderer, batchBuilder, ComponentId, _renderTreeBuilderPrevious.GetFrames(), CurrentRenderTree.GetFrames()); batchBuilder.UpdatedComponentDiffs.Append(diff); batchBuilder.InvalidateParameterViews(); }
public bool TryDisposeInBatch(RenderBatchBuilder batchBuilder, out Exception exception) { _componentWasDisposed = true; exception = null; try { if (Component is IDisposable disposable) { disposable.Dispose(); } } catch (Exception ex) { exception = ex; } // We don't expect these things to throw. RenderTreeDiffBuilder.DisposeFrames(batchBuilder, CurrentRenderTree.GetFrames()); if (_hasAnyCascadingParameterSubscriptions) { RemoveCascadingParameterSubscriptions(); } DisposeBuffers(); return(exception == null); }
private void CleanupComponentStateResources(RenderBatchBuilder batchBuilder) { // We don't expect these things to throw. RenderTreeDiffBuilder.DisposeFrames(batchBuilder, CurrentRenderTree.GetFrames()); if (_hasAnyCascadingParameterSubscriptions) { RemoveCascadingParameterSubscriptions(); } DisposeBuffers(); }
public void DisposeInBatch(RenderBatchBuilder batchBuilder) { _componentWasDisposed = true; // TODO: Handle components throwing during dispose. Shouldn't break the whole render batch. if (Component is IDisposable disposable) { disposable.Dispose(); } RenderTreeDiffBuilder.DisposeFrames(batchBuilder, CurrrentRenderTree.GetFrames()); if (_hasAnyCascadingParameterSubscriptions) { RemoveCascadingParameterSubscriptions(); } }
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(); }
public bool TryDisposeInBatch(RenderBatchBuilder batchBuilder, [NotNullWhen(false)] out Exception?exception) { _componentWasDisposed = true; exception = null; try { if (Component is IDisposable disposable) { disposable.Dispose(); } } catch (Exception ex) { exception = ex; } CleanupComponentStateResources(batchBuilder); return(exception == null); }
public ParameterViewLifetime(RenderBatchBuilder owner) { _owner = owner; _stamp = owner.ParameterViewValidityStamp; }