我的状态在 reducer 和消费组件之间变化

My state changes between the reducer and the consuming component

应用程序用途:此 React 应用程序的用途是处理非常具体的飞镖游戏的计分。 2 名球员,每名球员必须在 20-13 场、Tpl、Dbls 和 Bulls 中达到 33 次安打。没有分数,只计算命中次数。命中由玩家手动添加(不需要自动化 :))。 每个目标字段都有一行目标和 2 个按钮,用于添加和删除该目标字段的命中。

我已经实现了用于维护状态的 useContext 设计,如下所示:

export interface IMickeyMouseGameState {
    player1 : IPlayer | null,
    player2 : IPlayer | null,
    winner : IPlayer | null,
    TotalRounds : number,
    GameStatus: Status
    CurrentRound: number
}

其他对象是这样设计的:

export interface IGame {
    player1?:IPlayer;
    player2?:IPlayer;
    sets: number;   
    gameover:boolean;
    winner:IPlayer|undefined;
}
export interface IPlayer {
    id:number;
    name: string;
    targets: ITarget[];
    wonSets: number;
    hitRequirement : number
}
export interface ITarget {
    id:number,
    value:string,
    count:number
}

export interface IHit{
    playerid:number,
    targetid:number
}

到目前为止一切顺利。

这是带有签名的减速器操作:

export interface HitPlayerTarget {
    type: ActionType.HitPlayerTarget,
    payload:IHit
}

const newTargets = (action.payload.playerid === 1 ? [...state.player1!.targets] : [...state.player2!.targets]);

            const hitTarget = newTargets.find(tg => {
                return tg.id === action.payload.targetid;
            });
        
            if (hitTarget) {
                const newTarget = {...hitTarget}
                newTarget.count = hitTarget.count-1;
        
                newTargets.splice(newTargets.indexOf(hitTarget),1);
                newTargets.push(newTarget);
            }

            if (action.payload.playerid === 1) {
                state.player1!.targets = [...newTargets];
            }

            if (action.payload.playerid === 2) {
                state.player2!.targets = [...newTargets];
            }

            
            let newState: IMickeyMouseGameState = {
                ...state,
                player1: {
                    ...state.player1!,
                    targets: [...state.player1!.targets]
                },
                player2: {
                    ...state.player2!,
                    targets: [...state.player2!.targets]
                }
            }
            return newState;

在主要组件中,我实例化了 useReducerHook:

const MickeyMouse: React.FC = () => {

    const [state, dispatch] = useReducer(mickeyMousGameReducer, initialMickeyMouseGameState);

    const p1Props: IUserInputProps = {
        color: "green",
        placeholdertext: "Angiv Grøn spiller/hold",
        iconSize: 24,
        playerId: 1,
    }

    const p2Props: IUserInputProps = {
        playerId: 2,
        color: "red",
        placeholdertext: "Angiv Rød spiller/hold",
        iconSize: 24,
    }

    return (
        <MickyMouseContext.Provider value={{ state, dispatch }} >

            <div className="row mt-3 mb-5">
                <h1 className="text-success text-center">Mickey Mouse Game</h1>
            </div>

            <MickeyMouseGameSettings />

            <div className="row justify-content-start">
                <div className="col-5">
                    {state.player1 ?<UserTargetList playerid={1} /> : <UserInput {...p1Props} /> }
                </div>
                <div className="col-1 bg-dark text-warning rounded border border-warning">
                    <MickeyMouseLegend />
                </div>
                <div className="col-5">
                    {state.player2 ? <UserTargetList playerid={2} /> : <UserInput {...p2Props} /> }
                </div>
            </div>

        </MickyMouseContext.Provider>
    );
}

export default MickeyMouse;


现在 reducer-action 正确地从目标的计数中减去 1(重点是让每个目标计数为 0,新状态正确地显示目标比旧状态少 1,但是当消费者(在在这种情况下,一个名为 UserTargets 的 tsx 组件负责用圆圈或 X 渲染每个目标)目标的状态低 2,即使 reducer 只减去 1....

在 20 场中向玩家 'Peter' 添加单次命中后 - 渲染(带有控制台日志)如下所示:

所以我想我的问题是:为什么 reducer 和消费者之间的状态会发生变化,我该如何解决它?

如果需要进一步的解释,请询问,如果这个问题应该被简化,请让我知道... 我通常不会在这里提问 - 我主要是在寻找答案。

我在 github 上可用的项目:https://github.com/martinmoesby/dart-games

问题

我怀疑 React.StrictMode.

暴露了你的 reducer 案例中的状态突变

StrictMode - Detecting unexpected side effects

Strict mode can’t automatically detect side effects for you, but it can help you spot them by making them a little more deterministic. This is done by intentionally double-invoking the following functions:

  • Class component constructor, render, and shouldComponentUpdate methods
  • Class component static getDerivedStateFromProps method
  • Function component bodies
  • State updater functions (the first argument to setState)
  • Functions passed to useState, useMemo, or useReducer <--

函数是reducer函数。

const newTargets = (action.payload.playerid === 1 // <-- new array reference OK
  ? [...state.player1!.targets]
  : [...state.player2!.targets]);

const hitTarget = newTargets.find(tg => {
  return tg.id === action.payload.targetid;
});
        
if (hitTarget) {
  const newTarget = { ...hitTarget }; // <-- new object reference OK
  newTarget.count = hitTarget.count - 1; // <-- new property OK
        
  newTargets.splice(newTargets.indexOf(hitTarget), 1); // <-- inplace mutation but OK since newTargets is new array
  newTargets.push(newTarget); // <-- same
}

if (action.payload.playerid === 1) {
  state.player1!.targets = [...newTargets]; // <-- state.player1!.targets mutation!
}

if (action.payload.playerid === 2) {
  state.player2!.targets = [...newTargets]; // <-- state.player2!.targets mutation!
}

let newState: IMickeyMouseGameState = {
  ...state,
  player1: {
    ...state.player1!,
    targets: [...state.player1!.targets] // <-- copies mutation
  },
  player2: {
    ...state.player2!,
    targets: [...state.player2!.targets] // <-- copies mutation
  }
}
return newState;

state.player1!.targets = [...newTargets]; 在更新中变异并复制到先前的 state.player1 状态,当减速器再次为 运行 时,第二个更新再次变异并复制到更新中。

解决方案

应用不可变的更新模式。浅复制所有状态正在更新。

const newTargets = (action.payload.playerid === 1
  ? [...state.player1!.targets]
  : [...state.player2!.targets]);

const hitTarget = newTargets.find(tg => tg.id === action.payload.targetid);
        
if (hitTarget) {
  const newTarget = {
    ...hitTarget,
    count: hitTarget.count - 1,
  };
        
  newTargets.splice(newTargets.indexOf(hitTarget), 1);
  newTargets.push(newTarget);
}

const newState: IMickeyMouseGameState = { ...state }; // shallow copy

if (action.payload.playerid === 1) {
  newState.player1 = {
    ...newState.player1!, // shallow copy
    targets: newTargets,
  };
}

if (action.payload.playerid === 2) {
  newState.player1 = {
    ...newState.player2!, // shallow copy
    targets: newTargets,
  };
}

return newState;