Provided by: nethack-common_3.4.3-10.1ubuntu3_i386 bug
 

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/games/lib/nethackdir).
 
        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.
        Microcomputers use the character name, possibly truncated and  modified
        to  be  a  legal  filename  on that system.  Multi-user systems use the
        (modified) 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
        machine boots, and handle game crashes individually.  If the user popu‐
        lation  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.
        nethack(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
        impossible to determine.
 
        recover should be taught to use the nethack playground  locking  mecha‐
        nism to avoid conflicts.