argv[1], which in turn feeds it into the midend as a game ID. This
can of course take any of the forms supported by the native C
puzzles: a pure game parameter string, a params:description specific
game ID, or a params#seed random game ID.
[originally from svn r8095]
     private JLabel statusBar;
     private PuzzlePanel pp;
     private Runtime runtime;
+    private String[] puzzle_args;
     private Graphics2D  gg;
     private Timer timer;
     private int xarg1, xarg2, xarg3;
                     runtimeCall("jcallback_timer_func", new int[0]);
                 }
             });
+           String gameid;
+           try {
+               gameid = getParameter("game_id");
+           } catch (java.lang.NullPointerException ex) {
+               gameid = null;
+           }
+           System.out.println("ooh " + gameid);
+           if (gameid == null) {
+               puzzle_args = null;
+           } else {
+               puzzle_args = new String[2];
+               puzzle_args[0] = "puzzle";
+               puzzle_args[1] = gameid;
+           }
             SwingUtilities.invokeLater(new Runnable() {
                 public void run() {
-                    runtime.start();
+                    runtime.start(puzzle_args);
                     runtime.execute();
                 }
             });
 
     _fe = snew(frontend);
     _fe->timer_active = FALSE;
     _fe->me = midend_new(_fe, &thegame, &nestedvm_drawing, _fe);
+    if (argc > 1)
+       midend_game_id(_fe->me, argv[1]);   /* ignore failure */
     midend_new_game(_fe->me);
 
     if ((n = midend_num_presets(_fe->me)) > 0) {