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RECOVER(6)			 Games Manual			    RECOVER(6)

NAME
       recover - recover a NetHack game	interrupted by disaster

SYNOPSIS
       recover [ -d directory ]	base1 base2 ...

DESCRIPTION
       Occasionally,  a	 NetHack game will be interrupted by disaster when the
       game or the system crashes.  Prior to NetHack v3.1,  these  games  were
       lost  because  various information like the player's inventory was kept
       only in memory.	Now, all pertinent information can be written  out  to
       disk,  so  such	games  can be recovered	at the point of	the last level
       change.

       The base	options	tell recover which files to process.  Each base	option
       specifies recovery of a separate	game.

       The -d option, which must be the	first argument if it appears, supplies
       a directory which is the	NetHack	playground.  It	 overrides  the	 value
       from NETHACKDIR,	HACKDIR, or the	directory specified by the game	admin-
       istrator	during compilation (usually /usr/local/share/nethack32).

       For  recovery  to be possible, nethack must have	been compiled with the
       INSURANCE option, and the run-time option  checkpoint  must  also  have
       been  on.   NetHack  normally writes out	files for levels as the	player
       leaves them, so they will be ready for return visits.  When checkpoint-
       ing, NetHack also writes	out the	level entered  and  the	 current  game
       state  on  every	level change.  This naturally slows level changes down
       somewhat.

       The level file names are	of the form base.nn, where nn is  an  internal
       bookkeeping  number  for	 the  level.  The file base.0 is used for game
       identity, locking, and, when checkpointing, for the game	state.	 Vari-
       ous  OSes use different strategies for constructing the base name.  Mi-
       crocomputers use	the character name, possibly truncated and modified to
       be a legal filename on that system.  Multi-user systems use the	(modi-
       fied)  character	 name prefixed by a user number	to avoid conflicts, or
       "xlock" if the number of	concurrent players is being limited.   It  may
       be necessary to look in the playground to find the correct base name of
       the  interrupted	game.  recover will transform these level files	into a
       save file of the	same name as nethack would have	used.

       Since recover must be able to read and delete files from	the playground
       and create files	in the save directory, it has interesting interactions
       with game security.  Giving ordinary players access to recover  through
       setuid  or  setgid  is  tantamount  to  leaving	the  playground	world-
       writable, with respect to both cheating and messing up  other  players.
       For  a  single-user system, this	of course does not change anything, so
       some of the microcomputer ports install recover by default.

       For a multi-user	system,	the game administrator may want	to arrange for
       all .0 files in the playground to be fed	to recover when	the  host  ma-
       chine boots, and	handle game crashes individually.  If the user popula-
       tion  is	 sufficiently  trustworthy,  recover can be installed with the
       same permissions	the nethack executable has.  In	either	case,  recover
       is easily compiled from the distribution	utility	directory.

NOTES
       Like  nethack  itself, recover will overwrite existing savefiles	of the
       same name.  Savefiles created by	recover	are uncompressed; they may  be
       compressed  afterwards if desired, but even a compression-using nethack
       will find them in the uncompressed form.

SEE ALSO
       nethack32(6)

BUGS
       recover makes no	attempt	to find	out if a base name specifies a game in
       progress.  If multiple machines share a playground, this	would  be  im-
       possible	to determine.

       recover	should	be taught to use the nethack playground	locking	mecha-
       nism to avoid conflicts.

4th Berkeley Distribution	9 January 1993			    RECOVER(6)

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