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gsrai avatar gsrai commented on June 18, 2024

Just a quick update, my issue in useStage is caused by StrictMode, it happens because when setting the stage we also set the cleared rows, nesting state updates like this when in strict mode causes 3 updates to setRowsCleared as setStage is called twice (this is normal in StrictMode) as is setRowsCleared, but on the second call to setStage it must invoke setRows again, which causes the 3 calls.

here is an example:

let log = console.log;

const useSomeHook = (quux) => {
  const [foo, setFoo] = useState(0);
  const [bar, setBar] = useState(0);

  useEffect(() => {
    setFoo((prev) => {
      log(`inside Foo, setting state, prev = ${prev}`);
      setBar((old) => {
        log(`inside Bar, setting state, old = ${old}`);
        return old + 1;
      });
      return prev + 1;
    });
  }, [quux]);

  return [foo, setFoo, bar, setBar];
}

from react-tetris-starter-files.

gsrai avatar gsrai commented on June 18, 2024

Hi, final update, I figured out how fix the strict mode issue, functional updates with the useState hook should be side effect free. Hence I moved all setRowsCleared calls to its own useEffect hook that way one effect hook is for updating the stage and the other is to update the rowsCleared.

import { useState, useEffect } from 'react';
import { createStage } from '../gameHelpers';

export const useStage = (player, resetPlayer) => {
  const [stage, setStage] = useState(createStage());
  const [rowsCleared, setRowsCleared] = useState(0);

  useEffect(() => {
    const sweepRows = (prevStage) => {
      return prevStage.reduce((acc, row) => {
        if (row.findIndex((cell) => cell[0] === 0) === -1) {
          acc.unshift(new Array(prevStage[0].length).fill([0, 'clear']));
          return acc;
        }
        acc.push(row);
        return acc;
      }, []);
    };

    const updateStage = (prevStage) => {
      // flush stage
      const newStage = prevStage.map((row) =>
        row.map((cell) => (cell[1] === 'clear' ? [0, 'clear'] : cell))
      );
      // draw tetromino
      player.tetromino.forEach((row, y) => {
        row.forEach((value, x) => {
          if (value !== 0) {
            newStage[y + player.pos.y][x + player.pos.x] = [
              value,
              `${player.collided ? 'merged' : 'clear'}`,
            ];
          }
        });
      });

      if (player.collided) {
        resetPlayer();
        return sweepRows(newStage);
      }
      return newStage;
    };

    setStage((prev) => updateStage(prev));
  }, [player.collided, player.pos.x, player.pos.y, player.tetromino, resetPlayer]);

  useEffect(() => {
    if (player.collided) {
      const rows = stage.reduce((acc, row) => {
        if (row.findIndex((cell) => cell[0] === 0) === -1) {
          return acc + 1;
        }
        return acc;
      }, 0);
      setRowsCleared(rows);
    } else {
      setRowsCleared(0);
    }
  }, [stage, player.collided]);

  return [stage, setStage, rowsCleared];
};

from react-tetris-starter-files.

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