Пример #1
0
void InitGraphics(const CmdLineArgs& args, int flags)
{
	const bool setup_vmode = (flags & INIT_HAVE_VMODE) == 0;

	if(setup_vmode)
	{
		InitSDL();

		if (!g_VideoMode.InitSDL())
			throw PSERROR_System_VmodeFailed(); // abort startup

#if !SDL_VERSION_ATLEAST(2, 0, 0)
		SDL_WM_SetCaption("0 A.D.", "0 A.D.");
#endif
	}

	RunHardwareDetection();

	const int quality = SANE_TEX_QUALITY_DEFAULT;	// TODO: set value from config file
	SetTextureQuality(quality);

	ogl_WarnIfError();

	// Optionally start profiler GPU timings automatically
	// (By default it's only enabled by a hotkey, for performance/compatibility)
	bool profilerGPUEnable = false;
	CFG_GET_VAL("profiler2.autoenable", profilerGPUEnable);
	if (profilerGPUEnable)
		g_Profiler2.EnableGPU();

	if(!g_Quickstart)
	{
		WriteSystemInfo();
		// note: no longer vfs_display here. it's dog-slow due to unbuffered
		// file output and very rarely needed.
	}

	if(g_DisableAudio)
		ISoundManager::SetEnabled(false);

	g_GUI = new CGUIManager();

	// (must come after SetVideoMode, since it calls ogl_Init)
	if (ogl_HaveExtensions(0, "GL_ARB_vertex_program", "GL_ARB_fragment_program", NULL) != 0 // ARB
		&& ogl_HaveExtensions(0, "GL_ARB_vertex_shader", "GL_ARB_fragment_shader", NULL) != 0) // GLSL
	{
		DEBUG_DISPLAY_ERROR(
			L"Your graphics card doesn't appear to be fully compatible with OpenGL shaders."
			L" In the future, the game will not support pre-shader graphics cards."
			L" You are advised to try installing newer drivers and/or upgrade your graphics card."
			L" For more information, please see http://www.wildfiregames.com/forum/index.php?showtopic=16734"
		);
		// TODO: actually quit once fixed function support is dropped
	}

	const char* missing = ogl_HaveExtensions(0,
		"GL_ARB_multitexture",
		"GL_EXT_draw_range_elements",
		"GL_ARB_texture_env_combine",
		"GL_ARB_texture_env_dot3",
		NULL);
	if(missing)
	{
		wchar_t buf[500];
		swprintf_s(buf, ARRAY_SIZE(buf),
			L"The %hs extension doesn't appear to be available on your computer."
			L" The game may still work, though - you are welcome to try at your own risk."
			L" If not or it doesn't look right, upgrade your graphics card.",
			missing
		);
		DEBUG_DISPLAY_ERROR(buf);
		// TODO: i18n
	}

	if (!ogl_HaveExtension("GL_ARB_texture_env_crossbar"))
	{
		DEBUG_DISPLAY_ERROR(
			L"The GL_ARB_texture_env_crossbar extension doesn't appear to be available on your computer."
			L" Shadows are not available and overall graphics quality might suffer."
			L" You are advised to try installing newer drivers and/or upgrade your graphics card.");
		g_Shadows = false;
	}

	ogl_WarnIfError();
	InitRenderer();

	InitInput();

	ogl_WarnIfError();

	try
	{
		if (!Autostart(args))
		{
			const bool setup_gui = ((flags & INIT_NO_GUI) == 0);
			// We only want to display the splash screen at startup
			shared_ptr<ScriptInterface> scriptInterface = g_GUI->GetScriptInterface();
			JSContext* cx = scriptInterface->GetContext();
			JSAutoRequest rq(cx);
			JS::RootedValue data(cx);
			if (g_GUI)
			{
				scriptInterface->Eval("({})", &data);
				scriptInterface->SetProperty(data, "isStartup", true);
			}
			InitPs(setup_gui, L"page_pregame.xml", g_GUI->GetScriptInterface().get(), data);
		}
	}
	catch (PSERROR_Game_World_MapLoadFailed& e)
	{
		// Map Loading failed

		// Start the engine so we have a GUI
		InitPs(true, L"page_pregame.xml", NULL, JS::UndefinedHandleValue);

		// Call script function to do the actual work
		//	(delete game data, switch GUI page, show error, etc.)
		CancelLoad(CStr(e.what()).FromUTF8());
	}
}
Пример #2
0
void InitGraphics(const CmdLineArgs& args, int flags)
{
	const bool setup_vmode = (flags & INIT_HAVE_VMODE) == 0;

	if(setup_vmode)
	{
		InitSDL();

		if (!g_VideoMode.InitSDL())
			throw PSERROR_System_VmodeFailed(); // abort startup

#if !SDL_VERSION_ATLEAST(2, 0, 0)
		SDL_WM_SetCaption("0 A.D.", "0 A.D.");
#endif
	}

	RunHardwareDetection();

	tex_codec_register_all();

	const int quality = SANE_TEX_QUALITY_DEFAULT;	// TODO: set value from config file
	SetTextureQuality(quality);

	ogl_WarnIfError();

	// Optionally start profiler GPU timings automatically
	// (By default it's only enabled by a hotkey, for performance/compatibility)
	bool profilerGPUEnable = false;
	CFG_GET_VAL("profiler2.gpu.autoenable", Bool, profilerGPUEnable);
	if (profilerGPUEnable)
		g_Profiler2.EnableGPU();

	if(!g_Quickstart)
	{
		WriteSystemInfo();
		// note: no longer vfs_display here. it's dog-slow due to unbuffered
		// file output and very rarely needed.
	}

	if(g_DisableAudio)
	{
		// speed up startup by disabling all sound
		// (OpenAL init will be skipped).
		// must be called before first snd_open.
#if CONFIG2_AUDIO
		CSoundManager::SetEnabled(false);
#endif
	}

	g_GUI = new CGUIManager(g_ScriptingHost.GetScriptInterface());

	// (must come after SetVideoMode, since it calls ogl_Init)
	const char* missing = ogl_HaveExtensions(0,
		"GL_ARB_multitexture",
		"GL_EXT_draw_range_elements",
		"GL_ARB_texture_env_combine",
		"GL_ARB_texture_env_dot3",
		NULL);
	if(missing)
	{
		wchar_t buf[500];
		swprintf_s(buf, ARRAY_SIZE(buf),
			L"The %hs extension doesn't appear to be available on your computer."
			L" The game may still work, though - you are welcome to try at your own risk."
			L" If not or it doesn't look right, upgrade your graphics card.",
			missing
		);
		DEBUG_DISPLAY_ERROR(buf);
		// TODO: i18n
	}

	if (!ogl_HaveExtension("GL_ARB_texture_env_crossbar"))
	{
		DEBUG_DISPLAY_ERROR(
			L"The GL_ARB_texture_env_crossbar extension doesn't appear to be available on your computer."
			L" Shadows are not available and overall graphics quality might suffer."
			L" You are advised to try installing newer drivers and/or upgrade your graphics card.");
		g_Shadows = false;
	}

	ogl_WarnIfError();
	InitRenderer();

	InitInput();

	ogl_WarnIfError();

	try
	{
		if (!Autostart(args))
		{
			const bool setup_gui = ((flags & INIT_NO_GUI) == 0);
			// We only want to display the splash screen at startup
			CScriptValRooted data;
			if (g_GUI)
			{
				ScriptInterface& scriptInterface = g_GUI->GetScriptInterface();
				scriptInterface.Eval("({})", data);
				scriptInterface.SetProperty(data.get(), "isStartup", true);
			}
			InitPs(setup_gui, L"page_pregame.xml", data.get());
		}
	}
	catch (PSERROR_Game_World_MapLoadFailed e)
	{
		// Map Loading failed

		// Start the engine so we have a GUI
		InitPs(true, L"page_pregame.xml", JSVAL_VOID);

		// Call script function to do the actual work
		//	(delete game data, switch GUI page, show error, etc.)
		CancelLoad(CStr(e.what()).FromUTF8());
	}
}
Пример #3
0
/*
 * Command line options for autostart (keep synchronized with binaries/system/readme.txt):
 *
 * -autostart="TYPEDIR/MAPNAME"         enables autostart and sets MAPNAME; TYPEDIR is skirmishes, scenarios, or random
 * -autostart-ai=PLAYER:AI              sets the AI for PLAYER (e.g. 2:petra)
 * -autostart-aidiff=PLAYER:DIFF        sets the DIFFiculty of PLAYER's AI (0: sandbox, 5: very hard)
 * -autostart-civ=PLAYER:CIV            sets PLAYER's civilisation to CIV (skirmish and random maps only)
 * -autostart-aiseed=AISEED             sets the seed used for the AI random generator (default 0, use -1 for random)
 * Multiplayer:
 * -autostart-playername=NAME		sets local player NAME (default 'anonymous')
 * -autostart-host                      sets multiplayer host mode
 * -autostart-host-players=NUMBER       sets NUMBER of human players for multiplayer game (default 2)
 * -autostart-client=IP                 sets multiplayer client to join host at given IP address
 * Random maps only:
 * -autostart-seed=SEED                 sets random map SEED value (default 0, use -1 for random)
 * -autostart-size=TILES                sets random map size in TILES (default 192)
 * -autostart-players=NUMBER            sets NUMBER of players on random map (default 2)
 *
 * Examples:
 * 1) "Bob" will host a 2 player game on the Arcadia map:
 * -autostart="scenarios/Arcadia 02" -autostart-host -autostart-host-players=2 -autostart-playername="Bob"
 * 2) Load Alpine Lakes random map with random seed, 2 players (Athens and Britons), and player 2 is PetraBot:
 * -autostart="random/alpine_lakes" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=2:petra
*/
bool Autostart(const CmdLineArgs& args)
{
	CStr autoStartName = args.Get("autostart");

	if (autoStartName.empty())
		return false;

	g_Game = new CGame();

	ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
	JSContext* cx = scriptInterface.GetContext();
	JSAutoRequest rq(cx);

	JS::RootedValue attrs(cx);
	scriptInterface.Eval("({})", &attrs);
	JS::RootedValue settings(cx);
	scriptInterface.Eval("({})", &settings);
	JS::RootedValue playerData(cx);
	scriptInterface.Eval("([])", &playerData);

	// The directory in front of the actual map name indicates which type
	// of map is being loaded. Drawback of this approach is the association
	// of map types and folders is hard-coded, but benefits are:
	// - No need to pass the map type via command line separately
	// - Prevents mixing up of scenarios and skirmish maps to some degree
	Path mapPath = Path(autoStartName);
	std::wstring mapDirectory = mapPath.Parent().Filename().string();
	std::string mapType;

	if (mapDirectory == L"random")
	{
		// Default seed is 0
		u32 seed = 0;
		CStr seedArg = args.Get("autostart-seed");

		if (!seedArg.empty())
		{
			// Random seed value
			if (seedArg == "-1")
				seed = rand();
			else
				seed = seedArg.ToULong();
		}
		
		// Random map definition will be loaded from JSON file, so we need to parse it
		std::wstring scriptPath = L"maps/" + autoStartName.FromUTF8() + L".json";
		JS::RootedValue scriptData(cx);
		scriptInterface.ReadJSONFile(scriptPath, &scriptData);
		if (!scriptData.isUndefined() && scriptInterface.GetProperty(scriptData, "settings", &settings))
		{
			// JSON loaded ok - copy script name over to game attributes
			std::wstring scriptFile;
			scriptInterface.GetProperty(settings, "Script", scriptFile);
			scriptInterface.SetProperty(attrs, "script", scriptFile);				// RMS filename
		}
		else
		{
			// Problem with JSON file
			LOGERROR("Autostart: Error reading random map script '%s'", utf8_from_wstring(scriptPath));
			throw PSERROR_Game_World_MapLoadFailed("Error reading random map script.\nCheck application log for details.");
		}

		// Get optional map size argument (default 192)
		uint mapSize = 192;
		if (args.Has("autostart-size"))
		{
			CStr size = args.Get("autostart-size");
			mapSize = size.ToUInt();
		}

		scriptInterface.SetProperty(settings, "Seed", seed);		// Random seed
		scriptInterface.SetProperty(settings, "Size", mapSize);		// Random map size (in patches)

		// Get optional number of players (default 2)
		size_t numPlayers = 2;
		if (args.Has("autostart-players"))
		{
			CStr num = args.Get("autostart-players");
			numPlayers = num.ToUInt();
		}

		// Set up player data
		for (size_t i = 0; i < numPlayers; ++i)
		{
			JS::RootedValue player(cx);
			scriptInterface.Eval("({})", &player);

			// We could load player_defaults.json here, but that would complicate the logic
			// even more and autostart is only intended for developers anyway
			scriptInterface.SetProperty(player, "Civ", std::string("athen"));
			scriptInterface.SetPropertyInt(playerData, i, player);
		}
		mapType = "random";
	}
	else if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes")
	{
		// Initialize general settings from the map data so some values
		// (e.g. name of map) are always present, even when autostart is
		// partially configured
		CStr8 mapSettingsJSON = LoadSettingsOfScenarioMap("maps/" + autoStartName + ".xml");
		scriptInterface.ParseJSON(mapSettingsJSON, &settings);
		
		// Initialize the playerData array being modified by autostart
		// with the real map data, so sensible values are present:
		scriptInterface.GetProperty(settings, "PlayerData", &playerData);

		if (mapDirectory == L"scenarios")
			mapType = "scenario";
		else
			mapType = "skirmish";
	}
	else
	{
		LOGERROR("Autostart: Unrecognized map type '%s'", utf8_from_wstring(mapDirectory));
		throw PSERROR_Game_World_MapLoadFailed("Unrecognized map type.\nConsult readme.txt for the currently supported types.");
	}
	scriptInterface.SetProperty(attrs, "mapType", mapType);
	scriptInterface.SetProperty(attrs, "map", std::string("maps/" + autoStartName));
	scriptInterface.SetProperty(settings, "mapType", mapType);

	// Set seed for AIs
	u32 aiseed = 0;
	if (args.Has("autostart-aiseed"))
	{
		CStr seedArg = args.Get("autostart-aiseed");
		if (seedArg == "-1")
			aiseed = rand();
		else
			aiseed = seedArg.ToULong();
	}
	scriptInterface.SetProperty(settings, "AISeed", aiseed);

	// Set player data for AIs
	//		attrs.settings = { PlayerData: [ { AI: ... }, ... ] }:
	if (args.Has("autostart-ai"))
	{
		std::vector<CStr> aiArgs = args.GetMultiple("autostart-ai");
		for (size_t i = 0; i < aiArgs.size(); ++i)
		{
			int playerID = aiArgs[i].BeforeFirst(":").ToInt();

			// Instead of overwriting existing player data, modify the array
			JS::RootedValue player(cx);
			if (!scriptInterface.GetPropertyInt(playerData, playerID-1, &player) || player.isUndefined())
			{
				if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes")
				{
					// playerID is certainly bigger than this map player number
					LOGWARNING("Autostart: Invalid player %d in autostart-ai option", playerID);
					continue;
				}
				scriptInterface.Eval("({})", &player);
			}

			CStr name = aiArgs[i].AfterFirst(":");
			scriptInterface.SetProperty(player, "AI", std::string(name));
			scriptInterface.SetProperty(player, "AIDiff", 3);
			scriptInterface.SetPropertyInt(playerData, playerID-1, player);
		}
	}
	// Set AI difficulty
	if (args.Has("autostart-aidiff"))
	{
		std::vector<CStr> civArgs = args.GetMultiple("autostart-aidiff");
		for (size_t i = 0; i < civArgs.size(); ++i)
		{
			int playerID = civArgs[i].BeforeFirst(":").ToInt();

			// Instead of overwriting existing player data, modify the array
			JS::RootedValue player(cx);
			if (!scriptInterface.GetPropertyInt(playerData, playerID-1, &player) || player.isUndefined())
			{
				if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes")
				{
					// playerID is certainly bigger than this map player number
					LOGWARNING("Autostart: Invalid player %d in autostart-aidiff option", playerID);
					continue;
				}
				scriptInterface.Eval("({})", &player);
			}

			int difficulty = civArgs[i].AfterFirst(":").ToInt();			
			scriptInterface.SetProperty(player, "AIDiff", difficulty);
			scriptInterface.SetPropertyInt(playerData, playerID-1, player);
		}
	}
	// Set player data for Civs
	if (args.Has("autostart-civ"))
	{
		if (mapDirectory != L"scenarios")
		{
			std::vector<CStr> civArgs = args.GetMultiple("autostart-civ");
			for (size_t i = 0; i < civArgs.size(); ++i)
			{
				int playerID = civArgs[i].BeforeFirst(":").ToInt();

				// Instead of overwriting existing player data, modify the array
				JS::RootedValue player(cx);
				if (!scriptInterface.GetPropertyInt(playerData, playerID-1, &player) || player.isUndefined())
				{
					if (mapDirectory == L"skirmishes")
					{
						// playerID is certainly bigger than this map player number
						LOGWARNING("Autostart: Invalid player %d in autostart-civ option", playerID);
						continue;
					}
					scriptInterface.Eval("({})", &player);
				}
			
				CStr name = civArgs[i].AfterFirst(":");			
				scriptInterface.SetProperty(player, "Civ", std::string(name));
				scriptInterface.SetPropertyInt(playerData, playerID-1, player);
			}
		}
		else
			LOGWARNING("Autostart: Option 'autostart-civ' is invalid for scenarios");
	}

	// Add player data to map settings
	scriptInterface.SetProperty(settings, "PlayerData", playerData);

	// Add map settings to game attributes
	scriptInterface.SetProperty(attrs, "settings", settings);

	JS::RootedValue mpInitData(cx);
	scriptInterface.Eval("({isNetworked:true, playerAssignments:{}})", &mpInitData);
	scriptInterface.SetProperty(mpInitData, "attribs", attrs);

	// Get optional playername
	CStrW userName = L"anonymous";
	if (args.Has("autostart-playername"))
	{
		userName = args.Get("autostart-playername").FromUTF8();
	}

	if (args.Has("autostart-host"))
	{
		InitPs(true, L"page_loading.xml", &scriptInterface, mpInitData);

		size_t maxPlayers = 2;
		if (args.Has("autostart-host-players"))
			maxPlayers = args.Get("autostart-host-players").ToUInt();

		g_NetServer = new CNetServer(maxPlayers);

		g_NetServer->UpdateGameAttributes(&attrs, scriptInterface);

		bool ok = g_NetServer->SetupConnection();
		ENSURE(ok);

		g_NetClient = new CNetClient(g_Game);
		g_NetClient->SetUserName(userName);
		g_NetClient->SetupConnection("127.0.0.1");
	}
	else if (args.Has("autostart-client"))
	{
		InitPs(true, L"page_loading.xml", &scriptInterface, mpInitData);

		g_NetClient = new CNetClient(g_Game);
		g_NetClient->SetUserName(userName);

		CStr ip = args.Get("autostart-client");
		if (ip.empty())
			ip = "127.0.0.1";

		bool ok = g_NetClient->SetupConnection(ip);
		ENSURE(ok);
	}
	else
	{
		g_Game->SetPlayerID(1);
		g_Game->StartGame(&attrs, "");

		LDR_NonprogressiveLoad();

		PSRETURN ret = g_Game->ReallyStartGame();
		ENSURE(ret == PSRETURN_OK);

		InitPs(true, L"page_session.xml", NULL, JS::UndefinedHandleValue);
	}

	return true;
}
Пример #4
0
bool Autostart(const CmdLineArgs& args)
{
	/*
	 * Handle various command-line options, for quick testing of various features:
	 * -autostart=name					-- map name for scenario, or rms name for random map
	 * -autostart-ai=1:dummybot			-- adds the dummybot AI to player 1
	 * -autostart-playername=name		-- multiplayer player name
	 * -autostart-host					-- multiplayer host mode
	 * -autostart-players=2				-- number of players
	 * -autostart-client				-- multiplayer client mode
	 * -autostart-ip=127.0.0.1			-- multiplayer connect to 127.0.0.1
	 * -autostart-random=104			-- random map, optional seed value = 104 (default is 0, random is -1)
	 * -autostart-size=192				-- random map size in tiles = 192 (default is 192)
	 *
	 * Examples:
	 * -autostart=Acropolis -autostart-host -autostart-players=2		-- Host game on Acropolis map, 2 players
	 * -autostart=latium -autostart-random=-1							-- Start single player game on latium random map, random rng seed
	 */

	CStr autoStartName = args.Get("autostart");

#if OS_ANDROID
	// HACK: currently the most convenient way to test maps on Android;
	// should find a better solution
	autoStartName = "Oasis";
#endif

	if (autoStartName.empty())
	{
		return false;
	}

	g_Game = new CGame();

	ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();

	CScriptValRooted attrs;
	scriptInterface.Eval("({})", attrs);
	CScriptVal settings;
	scriptInterface.Eval("({})", settings);
	CScriptVal playerData;
	scriptInterface.Eval("([])", playerData);

	// Set different attributes for random or scenario game
	if (args.Has("autostart-random"))
	{
		CStr seedArg = args.Get("autostart-random");

		// Default seed is 0
		uint32 seed = 0;
		if (!seedArg.empty())
		{
			if (seedArg.compare("-1") == 0)
			{	// Random seed value
				seed = rand();
			}
			else
			{
				seed = seedArg.ToULong();
			}
		}
		
		// Random map definition will be loaded from JSON file, so we need to parse it
		std::wstring mapPath = L"maps/random/";
		std::wstring scriptPath = mapPath + autoStartName.FromUTF8() + L".json";
		CScriptValRooted scriptData = scriptInterface.ReadJSONFile(scriptPath);
		if (!scriptData.undefined() && scriptInterface.GetProperty(scriptData.get(), "settings", settings))
		{
			// JSON loaded ok - copy script name over to game attributes
			std::wstring scriptFile;
			scriptInterface.GetProperty(settings.get(), "Script", scriptFile);
			scriptInterface.SetProperty(attrs.get(), "script", scriptFile);				// RMS filename
		}
		else
		{
			// Problem with JSON file
			LOGERROR(L"Error reading random map script '%ls'", scriptPath.c_str());
			throw PSERROR_Game_World_MapLoadFailed("Error reading random map script.\nCheck application log for details.");
		}

		// Get optional map size argument (default 192)
		uint mapSize = 192;
		if (args.Has("autostart-size"))
		{
			CStr size = args.Get("autostart-size");
			mapSize = size.ToUInt();
		}

		scriptInterface.SetProperty(attrs.get(), "map", std::string(autoStartName));
		scriptInterface.SetProperty(attrs.get(), "mapPath", mapPath);
		scriptInterface.SetProperty(attrs.get(), "mapType", std::string("random"));
		scriptInterface.SetProperty(settings.get(), "Seed", seed);									// Random seed
		scriptInterface.SetProperty(settings.get(), "Size", mapSize);								// Random map size (in patches)

		// Get optional number of players (default 2)
		size_t numPlayers = 2;
		if (args.Has("autostart-players"))
		{
			CStr num = args.Get("autostart-players");
			numPlayers = num.ToUInt();
		}

		// Set up player data
		for (size_t i = 0; i < numPlayers; ++i)
		{
			CScriptVal player;
			scriptInterface.Eval("({})", player);

			// We could load player_defaults.json here, but that would complicate the logic
			//	even more and autostart is only intended for developers anyway
			scriptInterface.SetProperty(player.get(), "Civ", std::string("athen"));
			scriptInterface.SetPropertyInt(playerData.get(), i, player);
		}
	}
	else
	{
		scriptInterface.SetProperty(attrs.get(), "map", std::string(autoStartName));
		scriptInterface.SetProperty(attrs.get(), "mapType", std::string("scenario"));
	}

	// Set player data for AIs
	//		attrs.settings = { PlayerData: [ { AI: ... }, ... ] }:
	if (args.Has("autostart-ai"))
	{
		std::vector<CStr> aiArgs = args.GetMultiple("autostart-ai");
		for (size_t i = 0; i < aiArgs.size(); ++i)
		{
			// Instead of overwriting existing player data, modify the array
			CScriptVal player;
			if (!scriptInterface.GetPropertyInt(playerData.get(), i, player) || player.undefined())
			{
				scriptInterface.Eval("({})", player);
			}

			int playerID = aiArgs[i].BeforeFirst(":").ToInt();
			CStr name = aiArgs[i].AfterFirst(":");

			scriptInterface.SetProperty(player.get(), "AI", std::string(name));
			scriptInterface.SetPropertyInt(playerData.get(), playerID-1, player);
		}
	}

	// Add player data to map settings
	scriptInterface.SetProperty(settings.get(), "PlayerData", playerData);

	// Add map settings to game attributes
	scriptInterface.SetProperty(attrs.get(), "settings", settings);

	CScriptVal mpInitData;
	g_GUI->GetScriptInterface().Eval("({isNetworked:true, playerAssignments:{}})", mpInitData);
	g_GUI->GetScriptInterface().SetProperty(mpInitData.get(), "attribs",
			CScriptVal(g_GUI->GetScriptInterface().CloneValueFromOtherContext(scriptInterface, attrs.get())));

	// Get optional playername
	CStrW userName = L"anonymous";
	if (args.Has("autostart-playername"))
	{
		userName = args.Get("autostart-playername").FromUTF8();
	}

	if (args.Has("autostart-host"))
	{
		InitPs(true, L"page_loading.xml", mpInitData.get());

		size_t maxPlayers = 2;
		if (args.Has("autostart-players"))
		{
			maxPlayers = args.Get("autostart-players").ToUInt();
		}

		g_NetServer = new CNetServer(maxPlayers);

		g_NetServer->UpdateGameAttributes(attrs.get(), scriptInterface);

		bool ok = g_NetServer->SetupConnection();
		ENSURE(ok);

		g_NetClient = new CNetClient(g_Game);
		g_NetClient->SetUserName(userName);
		g_NetClient->SetupConnection("127.0.0.1");
	}
	else if (args.Has("autostart-client"))
	{
		InitPs(true, L"page_loading.xml", mpInitData.get());

		g_NetClient = new CNetClient(g_Game);
		g_NetClient->SetUserName(userName);

		CStr ip = "127.0.0.1";
		if (args.Has("autostart-ip"))
		{
			ip = args.Get("autostart-ip");
		}

		bool ok = g_NetClient->SetupConnection(ip);
		ENSURE(ok);
	}
	else
	{
		g_Game->SetPlayerID(1);
		g_Game->StartGame(attrs, "");

		LDR_NonprogressiveLoad();

		PSRETURN ret = g_Game->ReallyStartGame();
		ENSURE(ret == PSRETURN_OK);

		InitPs(true, L"page_session.xml", JSVAL_VOID);
	}

	return true;
}