At the bottom of the window you can select the speed (in seconds) for autoplay in a slider.
If this is not set to zero, it also stops the chess engine after this time. Meaning if you select autoplay 5s, then also the chess engine is stoped ofter 5s.
I think this is a bug as timing for autoplay should have nothing to do with how long the engine thinks ..
As this was annoying, I commented out lines 350, 351, 354 and 355 in "mainwindow.cpp" as quick fix (there you see that the speed for autoplay is really connected to the analysis objects ...)
//connect(m_sliderSpeed, SIGNAL(translatedValueChanged(int)), m_mainAnalysis, SLOT(setMoveTime(int)));
//connect(m_sliderSpeed, SIGNAL(translatedValueChanged(int)), analysis,
...
//m_mainAnalysis->setMoveTime(m_sliderSpeed->translatedValue());
//analysis->setMoveTime(m_sliderSpeed->translatedValue());
Thanks,
Martin
Actually, the behavior is by design!
You can combine auto play and engine thinking to follow a game (e.g. with auto responding or auto playing) and if the game ends, continue to play out the game against the engine.
The only reason I see for having different timeouts is when the engine is pinned to a position. Actually, a pinned engine should always think infinitely.
Thanks a lot.
But the time limit from autoplay is also applied for the engine if I do not use autoplay ...
So, if I analyse positions, e.g. in annotating one of my own games (no autoplay, engine not pinned to a position), even then the engine stops.
I somehow still think this is not the behaviour one would expect.
Anyhow, congratulation, great program!
All the best,
Martin
Actually, time limiting the engine enables use of polyglot books in the engine, if you limit it to e.g. 1 second, the engine comes up with a book move (if it has one) immediately. Once the engine is out of book, you can move the time limit slider to the very left (=0), which enables infinite analysis. That's actually the reason, I moved the slider from the preferences to the status bar, to make these changes quickly