4 RECOVER(6) 1993 RECOVER(6)
9 recover - recover a NetHack game interrupted by disaster
12 recover [ -d directory ] base1 base2 ...
15 Occasionally, a NetHack game will be interrupted by disaster
16 when the game or the system crashes. Prior to NetHack v3.1,
17 these games were lost because various information like the
18 player's inventory was kept only in memory. Now, all per-
19 tinent information can be written out to disk, so such games
20 can be recovered at the point of the last level change.
22 The base options tell recover which files to process. Each
23 base option specifies recovery of a separate game.
25 The -d option, which must be the first argument if it
26 appears, supplies a directory which is the NetHack play-
27 ground. It overrides the value from NETHACKDIR, HACKDIR, or
28 the directory specified by the game administrator during
29 compilation (usually /usr/games/lib/nethackdir).
31 For recovery to be possible, nethack must have been compiled
32 with the INSURANCE option, and the run-time option check-
33 point must also have been on. NetHack normally writes out
34 files for levels as the player leaves them, so they will be
35 ready for return visits. When checkpointing, NetHack also
36 writes out the level entered and the current game state on
37 every level change. This naturally slows level changes down
40 The level file names are of the form base.nn, where nn is an
41 internal bookkeeping number for the level. The file base.0
42 is used for game identity, locking, and, when checkpointing,
43 for the game state. Various OSes use different strategies
44 for constructing the base name. Microcomputers use the
45 character name, possibly truncated and modified to be a
46 legal filename on that system. Multi-user systems use the
47 (modified) character name prefixed by a user number to avoid
48 conflicts, or "xlock" if the number of concurrent players is
49 being limited. It may be necessary to look in the play-
50 ground to find the correct base name of the interrupted
51 game. recover will transform these level files into a save
52 file of the same name as nethack would have used.
54 Since recover must be able to read and delete files from the
55 playground and create files in the save directory, it has
56 interesting interactions with game security. Giving ordi-
57 nary players access to recover through setuid or setgid is
58 tantamount to leaving the playground world-writable, with
59 respect to both cheating and messing up other players. For
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70 RECOVER(6) 1993 RECOVER(6)
74 a single-user system, this of course does not change any-
75 thing, so some of the microcomputer ports install recover by
78 For a multi-user system, the game administrator may want to
79 arrange for all .0 files in the playground to be fed to
80 recover when the host machine boots, and handle game crashes
81 individually. If the user population is sufficiently
82 trustworthy, recover can be installed with the same permis-
83 sions the nethack executable has. In either case, recover
84 is easily compiled from the distribution utility directory.
87 Like nethack itself, recover will overwrite existing save-
88 files of the same name. Savefiles created by recover are
89 uncompressed; they may be compressed afterwards if desired,
90 but even a compression-using nethack will find them in the
97 recover makes no attempt to find out if a base name speci-
98 fies a game in progress. If multiple machines share a play-
99 ground, this would be impossible to determine.
101 recover should be taught to use the nethack playground lock-
102 ing mechanism to avoid conflicts.
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