File: Rendering\RenderBatchBuilder.cs
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Project: src\src\Components\Components\src\Microsoft.AspNetCore.Components.csproj (Microsoft.AspNetCore.Components)
// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
 
using Microsoft.AspNetCore.Components.RenderTree;
 
namespace Microsoft.AspNetCore.Components.Rendering;
 
/// <summary>
/// Collects the data produced by the rendering system during the course
/// of rendering a single batch. This tracks both the final output data
/// and the intermediate states (such as the queue of components still to
/// be rendered).
/// </summary>
internal sealed class RenderBatchBuilder : IDisposable
{
    // A value that, if changed, causes expiry of all ParameterView instances issued
    // for this RenderBatchBuilder. This is to prevent invalid reads from arrays that
    // may have been returned to the shared pool.
    private int _parameterViewValidityStamp;
 
    // Primary result data
    public ArrayBuilder<RenderTreeDiff> UpdatedComponentDiffs { get; } = new ArrayBuilder<RenderTreeDiff>();
    public ArrayBuilder<int> DisposedComponentIds { get; } = new ArrayBuilder<int>();
    public ArrayBuilder<ulong> DisposedEventHandlerIds { get; } = new ArrayBuilder<ulong>();
    public ArrayBuilder<NamedEventChange>? NamedEventChanges;
 
    // Buffers referenced by UpdatedComponentDiffs
    public ArrayBuilder<RenderTreeEdit> EditsBuffer { get; } = new ArrayBuilder<RenderTreeEdit>(64);
    public ArrayBuilder<RenderTreeFrame> ReferenceFramesBuffer { get; } = new ArrayBuilder<RenderTreeFrame>(64);
 
    // State of render pipeline
    public Queue<RenderQueueEntry> ComponentRenderQueue { get; } = new Queue<RenderQueueEntry>();
    public Queue<int> ComponentDisposalQueue { get; } = new Queue<int>();
 
    // Scratch data structure for understanding attribute diffs.
    public Dictionary<string, int> AttributeDiffSet { get; } = new Dictionary<string, int>();
 
    public int ParameterViewValidityStamp => _parameterViewValidityStamp;
 
    internal StackObjectPool<Dictionary<object, KeyedItemInfo>> KeyedItemInfoDictionaryPool { get; }
        = new StackObjectPool<Dictionary<object, KeyedItemInfo>>(maxPreservedItems: 10, () => new Dictionary<object, KeyedItemInfo>());
 
    public void ClearStateForCurrentBatch()
    {
        // This method is used to reset the builder back to a default state so it can
        // begin building the next batch. That means clearing all the tracked state, but
        // *not* clearing ComponentRenderQueue because that may hold information about
        // the next batch we want to build. We shouldn't ever need to clear
        // ComponentRenderQueue explicitly, because it gets cleared as an aspect of
        // processing the render queue.
 
        EditsBuffer.Clear();
        ReferenceFramesBuffer.Clear();
        UpdatedComponentDiffs.Clear();
        DisposedComponentIds.Clear();
        DisposedEventHandlerIds.Clear();
        AttributeDiffSet.Clear();
        NamedEventChanges?.Clear();
    }
 
    public RenderBatch ToBatch()
        => new RenderBatch(
            UpdatedComponentDiffs.ToRange(),
            ReferenceFramesBuffer.ToRange(),
            DisposedComponentIds.ToRange(),
            DisposedEventHandlerIds.ToRange(),
            NamedEventChanges?.ToRange());
 
    public void InvalidateParameterViews()
    {
        // Wrapping is fine because all that matters is whether a snapshotted value matches
        // the current one. There's no plausible case where it wraps around and happens to
        // increment all the way back to a previously-snapshotted value on the exact same
        // call that's checking the value.
        if (_parameterViewValidityStamp == int.MaxValue)
        {
            _parameterViewValidityStamp = int.MinValue;
        }
        else
        {
            _parameterViewValidityStamp++;
        }
    }
 
    public void AddNamedEvent(int componentId, int frameIndex, ref RenderTreeFrame frame)
    {
        NamedEventChanges ??= new();
        NamedEventChanges.Append(new NamedEventChange(NamedEventChangeType.Added, componentId, frameIndex, frame.NamedEventType, frame.NamedEventAssignedName));
    }
 
    public void RemoveNamedEvent(int componentId, int frameIndex, ref RenderTreeFrame frame)
    {
        NamedEventChanges ??= new();
        NamedEventChanges.Append(new NamedEventChange(NamedEventChangeType.Removed, componentId, frameIndex, frame.NamedEventType, frame.NamedEventAssignedName));
    }
 
    public void Dispose()
    {
        EditsBuffer.Dispose();
        ReferenceFramesBuffer.Dispose();
        UpdatedComponentDiffs.Dispose();
        DisposedComponentIds.Dispose();
        DisposedEventHandlerIds.Dispose();
        NamedEventChanges?.Dispose();
    }
}