duplicate action on stream redux observable












1















I got duplicate action firing when I subscribe to a socket io event.



const onStartGameActionEpic = (action$, state$) =>
action$.pipe(
ofType(ON_START_GAME),
mergeMap(() =>
fromEvent(socket, 'newGameCreated').pipe(
map(response => onStartGameFulfilled(response)),
),
),
);










share|improve this question





























    1















    I got duplicate action firing when I subscribe to a socket io event.



    const onStartGameActionEpic = (action$, state$) =>
    action$.pipe(
    ofType(ON_START_GAME),
    mergeMap(() =>
    fromEvent(socket, 'newGameCreated').pipe(
    map(response => onStartGameFulfilled(response)),
    ),
    ),
    );










    share|improve this question



























      1












      1








      1








      I got duplicate action firing when I subscribe to a socket io event.



      const onStartGameActionEpic = (action$, state$) =>
      action$.pipe(
      ofType(ON_START_GAME),
      mergeMap(() =>
      fromEvent(socket, 'newGameCreated').pipe(
      map(response => onStartGameFulfilled(response)),
      ),
      ),
      );










      share|improve this question
















      I got duplicate action firing when I subscribe to a socket io event.



      const onStartGameActionEpic = (action$, state$) =>
      action$.pipe(
      ofType(ON_START_GAME),
      mergeMap(() =>
      fromEvent(socket, 'newGameCreated').pipe(
      map(response => onStartGameFulfilled(response)),
      ),
      ),
      );







      socket.io redux-observable






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Nov 25 '18 at 13:16







      hunght

















      asked Nov 25 '18 at 13:11









      hunghthunght

      815




      815
























          1 Answer
          1






          active

          oldest

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          0














          You're creating a new listener every time ON_START_GAMEoccurs, but you're never killing off the old ones. That's the root of the issue.



          Fix 1



          Change mergeMap to switchMap.



          Fix 2



          You might want to have multiple games going at once. If so, assign a namespace prop to your ON_START_GAME action. When the game end action fires, kill off that specific observable.



          const onStartGameActionEpic = (action$, state$) =>
          action$.pipe(
          ofType(ON_START_GAME),
          mergeMap(onStartGameAction =>
          fromEvent(socket, 'newGameCreated').pipe(
          takeUntil(action$.pipe(
          ofType(ON_END_GAME),
          filter(onEndGameAction => (
          endGameAction.namespace === startGameAction.namespace
          )),
          )),
          map(response => onStartGameFulfilled(response)),
          ),
          ),
          );





          share|improve this answer





















          • 1





            yeah, that's works perfectly for me. thank you!

            – hunght
            Nov 26 '18 at 0:54











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          1 Answer
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          1 Answer
          1






          active

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          active

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          active

          oldest

          votes









          0














          You're creating a new listener every time ON_START_GAMEoccurs, but you're never killing off the old ones. That's the root of the issue.



          Fix 1



          Change mergeMap to switchMap.



          Fix 2



          You might want to have multiple games going at once. If so, assign a namespace prop to your ON_START_GAME action. When the game end action fires, kill off that specific observable.



          const onStartGameActionEpic = (action$, state$) =>
          action$.pipe(
          ofType(ON_START_GAME),
          mergeMap(onStartGameAction =>
          fromEvent(socket, 'newGameCreated').pipe(
          takeUntil(action$.pipe(
          ofType(ON_END_GAME),
          filter(onEndGameAction => (
          endGameAction.namespace === startGameAction.namespace
          )),
          )),
          map(response => onStartGameFulfilled(response)),
          ),
          ),
          );





          share|improve this answer





















          • 1





            yeah, that's works perfectly for me. thank you!

            – hunght
            Nov 26 '18 at 0:54
















          0














          You're creating a new listener every time ON_START_GAMEoccurs, but you're never killing off the old ones. That's the root of the issue.



          Fix 1



          Change mergeMap to switchMap.



          Fix 2



          You might want to have multiple games going at once. If so, assign a namespace prop to your ON_START_GAME action. When the game end action fires, kill off that specific observable.



          const onStartGameActionEpic = (action$, state$) =>
          action$.pipe(
          ofType(ON_START_GAME),
          mergeMap(onStartGameAction =>
          fromEvent(socket, 'newGameCreated').pipe(
          takeUntil(action$.pipe(
          ofType(ON_END_GAME),
          filter(onEndGameAction => (
          endGameAction.namespace === startGameAction.namespace
          )),
          )),
          map(response => onStartGameFulfilled(response)),
          ),
          ),
          );





          share|improve this answer





















          • 1





            yeah, that's works perfectly for me. thank you!

            – hunght
            Nov 26 '18 at 0:54














          0












          0








          0







          You're creating a new listener every time ON_START_GAMEoccurs, but you're never killing off the old ones. That's the root of the issue.



          Fix 1



          Change mergeMap to switchMap.



          Fix 2



          You might want to have multiple games going at once. If so, assign a namespace prop to your ON_START_GAME action. When the game end action fires, kill off that specific observable.



          const onStartGameActionEpic = (action$, state$) =>
          action$.pipe(
          ofType(ON_START_GAME),
          mergeMap(onStartGameAction =>
          fromEvent(socket, 'newGameCreated').pipe(
          takeUntil(action$.pipe(
          ofType(ON_END_GAME),
          filter(onEndGameAction => (
          endGameAction.namespace === startGameAction.namespace
          )),
          )),
          map(response => onStartGameFulfilled(response)),
          ),
          ),
          );





          share|improve this answer















          You're creating a new listener every time ON_START_GAMEoccurs, but you're never killing off the old ones. That's the root of the issue.



          Fix 1



          Change mergeMap to switchMap.



          Fix 2



          You might want to have multiple games going at once. If so, assign a namespace prop to your ON_START_GAME action. When the game end action fires, kill off that specific observable.



          const onStartGameActionEpic = (action$, state$) =>
          action$.pipe(
          ofType(ON_START_GAME),
          mergeMap(onStartGameAction =>
          fromEvent(socket, 'newGameCreated').pipe(
          takeUntil(action$.pipe(
          ofType(ON_END_GAME),
          filter(onEndGameAction => (
          endGameAction.namespace === startGameAction.namespace
          )),
          )),
          map(response => onStartGameFulfilled(response)),
          ),
          ),
          );






          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Nov 25 '18 at 17:21

























          answered Nov 25 '18 at 16:44









          SawtaytoesSawtaytoes

          2,08711833




          2,08711833








          • 1





            yeah, that's works perfectly for me. thank you!

            – hunght
            Nov 26 '18 at 0:54














          • 1





            yeah, that's works perfectly for me. thank you!

            – hunght
            Nov 26 '18 at 0:54








          1




          1





          yeah, that's works perfectly for me. thank you!

          – hunght
          Nov 26 '18 at 0:54





          yeah, that's works perfectly for me. thank you!

          – hunght
          Nov 26 '18 at 0:54




















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