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]
to resize the puzzle to zero size. Ignore all such requests, in the
assumption that a more sensible resize will be along soon enough
(which does seem to happen, though I haven't debugged the NestedVM
front end hard enough to figure out why the bogus resizes happen in
the first place).
[originally from svn r8094]