> > In normal operation the timer callback operation
> (search for autoplay) makes the next move on the board and
> restarts the timer. A kind of self propelling mechanism,
> which stops at the end of the game.

Actually, this "after $autoplayDelay autoplay" sucks badly, and makes the whole 
thing a real mess.

To achieve your ends you just need a better control structure (more or less 
meaning a full rewrite i fear ;>)

With something like

while (not end of batch) {
  while (not end of game) {
    vwait ::next_move_is_now
    generate-annotation-from $::analysis(score$1)
    ::move::Forward
  }
}

but it may be possible to do without a rewrite. Just the annotate time delay to 
something large, and in

In uci.tcl

- if { $t == "depth" } { incr i ; set uciInfo(depth$n) [ lindex $data $i ] ; 
continue }

+ if { $t == "depth" } { incr i ; set uciInfo(depth$n) [ lindex $data $i ]
+   if {$uciInfo(depth$n) == 8} {
+   after cancel autoplay
+   autoplay
+ }

Seems to work here, but probably needs work. Change

- set analysis(log_stdout) 0
+ set analysis(log_stdout) 1

in analysis.tcl to see engine feedback on console.

Can i also bitch about the nature of analysis.tcl and uci.tcl. ;>

Pascal coded UCI support, but he just tacked it on without rewriting the proc 
names in analysis.tcl (which was xboard only), so prepare to get very confused 
wehn reading these two files.

Scid vs. PC of course has slowly been morphing these procs to remove the two 
engine limit and run computer tournaments, but it's still an right f-ing mess 
(shrug).

Steve

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