Delay when updating the board component, my dispatch (checkResult (board)); does not work correctly. Tic-tac-toe game, here's an example of a problem:

set 3 crosses but no victory, but when I do 1 more action (set a cross or zero), then the victory is counted:
My code in:
const mapStateToProps = ({board, players}) => ({board, players});
const mapDispatchToProps = dispatch => ({
draw: (board, players, squareIndex) => {
if (!board[squareIndex]) {
if (players[players.turn] === 'X') {
dispatch(drawXAction(squareIndex));
} else {
dispatch(drawOAction(squareIndex));
}
console.log(dispatch(checkResult(board)))
dispatch(checkResult(board));
dispatch(toggleTurnAction());
}
}
});
export default connect(mapStateToProps, mapDispatchToProps)(Square);
And checkResult func:
export function checkResult(board) {
if (checkVictory(board, 'X')) {
return {
type: X_WINS
}
} else if (checkVictory(board, '0')) {
return {
type: O_WINS
}
} else {
const check = board.filter(symbol=>symbol===null);
if(check.length===1) {
return {
type: TIE
}
}else {
return {
type: 'RANDOM'
}
}
}
}
You are passing the current board to the checkResult function, this means when your checkResult function is executing, it is not receiving the latest board -- what you have updated in the one of the previous lines.
One of the redux principle states that - it enable single source of truth. Your code is violating this principle resulting in this inconsistency. What you need to do is - get the latest state of the application in checkResult function rather than passing the board as argument.
e.g.
import store from "/path/to/store";
export function checkResult() {
// or something like this
// based on what you have in your store.
const board = store.getState().board;
// your function body
}