void PlayGameEngine::engineAnalysis_(const Analysis& a) { SB_PLAY_DEBUG("PlayGameEngine::engineAnalysis_()"); if (!a.variation().empty()) { int s = a.isResult()? a.packResult() : a.score(); emit moveInfo(a.variation()[0], s); } /* // discard output if not wanted if (!listening_) return; // keep the mainline bestMoves_ = a.variation(); gotMove_ = true; // leave the Engine some time if (waitTimer_.elapsed() < minWaitTime_) return; // send best move (and stop engine) sendMoves_(); */ }