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Undo renderer changes
1 parent 50435cb commit 07d46b6

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+16
-16
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+16
-16
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src/Components/Components/src/Rendering/Renderer.cs

Lines changed: 16 additions & 16 deletions
Original file line numberDiff line numberDiff line change
@@ -18,8 +18,9 @@ public abstract class Renderer : IDisposable
1818
{
1919
private readonly ComponentFactory _componentFactory;
2020
private readonly Dictionary<int, ComponentState> _componentStateById = new Dictionary<int, ComponentState>();
21+
private readonly RenderBatchBuilder _batchBuilder = new RenderBatchBuilder();
2122
private readonly Dictionary<int, EventCallback> _eventBindings = new Dictionary<int, EventCallback>();
22-
private IDispatcher _dispatcher { get; }
23+
private readonly IDispatcher _dispatcher;
2324

2425
private int _nextComponentId = 0; // TODO: change to 'long' when Mono .NET->JS interop supports it
2526
private bool _isBatchInProgress;
@@ -68,8 +69,6 @@ public Renderer(IServiceProvider serviceProvider, IDispatcher dispatcher) : this
6869
_dispatcher = dispatcher;
6970
}
7071

71-
internal RenderBatchBuilder RenderBatchBuilder { get; } = new RenderBatchBuilder();
72-
7372
/// <summary>
7473
/// Creates an <see cref="IDispatcher"/> that can be used with one or more <see cref="Renderer"/>.
7574
/// </summary>
@@ -388,7 +387,7 @@ protected internal virtual void AddToRenderQueue(int componentId, RenderFragment
388387
return;
389388
}
390389

391-
RenderBatchBuilder.ComponentRenderQueue.Enqueue(
390+
_batchBuilder.ComponentRenderQueue.Enqueue(
392391
new RenderQueueEntry(componentState, renderFragment));
393392

394393
if (!_isBatchInProgress)
@@ -420,23 +419,24 @@ private ComponentState GetRequiredComponentState(int componentId)
420419

421420
private ComponentState GetOptionalComponentState(int componentId)
422421
=> _componentStateById.TryGetValue(componentId, out var componentState)
423-
? componentState
422+
? componentState
424423
: null;
425424

426425
private void ProcessRenderQueue()
427426
{
428-
var updateDisplayTask = Task.CompletedTask;
429427
_isBatchInProgress = true;
428+
var updateDisplayTask = Task.CompletedTask;
429+
430430
try
431431
{
432432
// Process render queue until empty
433-
while (RenderBatchBuilder.ComponentRenderQueue.Count > 0)
433+
while (_batchBuilder.ComponentRenderQueue.Count > 0)
434434
{
435-
var nextToRender = RenderBatchBuilder.ComponentRenderQueue.Dequeue();
435+
var nextToRender = _batchBuilder.ComponentRenderQueue.Dequeue();
436436
RenderInExistingBatch(nextToRender);
437437
}
438438

439-
var batch = RenderBatchBuilder.ToBatch();
439+
var batch = _batchBuilder.ToBatch();
440440
updateDisplayTask = UpdateDisplayAsync(batch);
441441

442442
// Fire off the execution of OnAfterRenderAsync, but don't wait for it
@@ -445,8 +445,8 @@ private void ProcessRenderQueue()
445445
}
446446
finally
447447
{
448-
RemoveEventHandlerIds(RenderBatchBuilder.DisposedEventHandlerIds.ToRange(), updateDisplayTask);
449-
RenderBatchBuilder.Clear();
448+
RemoveEventHandlerIds(_batchBuilder.DisposedEventHandlerIds.ToRange(), updateDisplayTask);
449+
_batchBuilder.Clear();
450450
_isBatchInProgress = false;
451451
}
452452
}
@@ -495,15 +495,15 @@ private Task InvokeRenderCompletedCalls(ArrayRange<RenderTreeDiff> updatedCompon
495495
private void RenderInExistingBatch(RenderQueueEntry renderQueueEntry)
496496
{
497497
renderQueueEntry.ComponentState
498-
.RenderIntoBatch(RenderBatchBuilder, renderQueueEntry.RenderFragment);
498+
.RenderIntoBatch(_batchBuilder, renderQueueEntry.RenderFragment);
499499

500500
// Process disposal queue now in case it causes further component renders to be enqueued
501-
while (RenderBatchBuilder.ComponentDisposalQueue.Count > 0)
501+
while (_batchBuilder.ComponentDisposalQueue.Count > 0)
502502
{
503-
var disposeComponentId = RenderBatchBuilder.ComponentDisposalQueue.Dequeue();
504-
GetRequiredComponentState(disposeComponentId).DisposeInBatch(RenderBatchBuilder);
503+
var disposeComponentId = _batchBuilder.ComponentDisposalQueue.Dequeue();
504+
GetRequiredComponentState(disposeComponentId).DisposeInBatch(_batchBuilder);
505505
_componentStateById.Remove(disposeComponentId);
506-
RenderBatchBuilder.DisposedComponentIds.Append(disposeComponentId);
506+
_batchBuilder.DisposedComponentIds.Append(disposeComponentId);
507507
}
508508
}
509509

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