> Can you be a bit more specific on the complications you see, by
extending my simple 
> use case (with some variation)?

Truth is... I've had trouble testing it even. Even the simple three game DB you 
supplied
seems to give me varying results sometime, with different engines too, and had 
me scratching my head. Your fix does have the nice effect of stopping engine 
analysis
when batch processing is finished... something previously requested i think.

I'm kind-of happy with what i've added to scid-vs-pc this evening
[Apart from the fact i realised annotation was broken for all engines except 
the first one!] which is something like your fix , slightly moved, plus a new 
proc nextgameAutoplay which includes:

+  set ::stack {}
+  set analysis(prevscore1) 0
+  set analysis(score1) 0
+  set analysis(prevmoves1) 0
+  set analysis(prev_depth1) 0

My hunch is this fixes things but probably breaks some annotation of variations
at game end, but i'm not testing it further. Here it is in more detail
http://scidvspc.svn.sourceforge.net/viewvc/scidvspc/tcl/main.tcl?r1=267&r2=245

Re, finding a proper fix. This code is quite deep, and a mess imho. Program 
flow is all over the place. I've given up on this one :-(




      
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