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WARNING OLD LINE DOES NOT MATCH .TH RECOVER 6 OLDLINE: '.TH RE-
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RECOVER(6) Games Manual RECOVER(6)
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COVER 6 "8 February 2022" NETHACK'
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NAME
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recover - recover a NetHack game interrupted by disaster
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@@ -12,60 +9,60 @@ SYNOPSIS
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recover [ -d directory ] base1 base2 ...
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DESCRIPTION
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Occasionally, a NetHack game will be interrupted by disaster when the
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game or the system crashes. Prior to NetHack v3.1, these games were
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lost because various information like the player's inventory was kept
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only in memory. Now, all pertinent information can be written out to
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disk, so such games can be recovered at the point of the last level
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Occasionally, a NetHack game will be interrupted by disaster when the
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game or the system crashes. Prior to NetHack v3.1, these games were
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lost because various information like the player's inventory was kept
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only in memory. Now, all pertinent information can be written out to
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disk, so such games can be recovered at the point of the last level
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change.
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The base options tell recover which files to process. Each base option
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specifies recovery of a separate game.
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The -d option, which must be the first argument if it appears, supplies
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a directory which is the NetHack playground. It overrides the value
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a directory which is the NetHack playground. It overrides the value
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from NETHACKDIR, HACKDIR, or the directory specified by the game admin-
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istrator during compilation (usually /usr/games/lib/nethackdir).
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For recovery to be possible, nethack must have been compiled with the
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INSURANCE option, and the run-time option checkpoint must also have
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been on. NetHack normally writes out files for levels as the player
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For recovery to be possible, nethack must have been compiled with the
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INSURANCE option, and the run-time option checkpoint must also have
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been on. NetHack normally writes out files for levels as the player
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leaves them, so they will be ready for return visits. When checkpoint-
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ing, NetHack also writes out the level entered and the current game
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state on every level change. This naturally slows level changes down
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ing, NetHack also writes out the level entered and the current game
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state on every level change. This naturally slows level changes down
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somewhat.
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The level file names are of the form base.nn, where nn is an internal
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bookkeeping number for the level. The file base.0 is used for game
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identity, locking, and, when checkpointing, for the game state. Vari-
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ous OSes use different strategies for constructing the base name.
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Microcomputers use the character name, possibly truncated and modified
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to be a legal filename on that system. Multi-user systems use the
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The level file names are of the form base.nn, where nn is an internal
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bookkeeping number for the level. The file base.0 is used for game
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identity, locking, and, when checkpointing, for the game state. Vari-
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ous OSes use different strategies for constructing the base name.
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Microcomputers use the character name, possibly truncated and modified
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to be a legal filename on that system. Multi-user systems use the
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(modified) character name prefixed by a user number to avoid conflicts,
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or "xlock" if the number of concurrent players is being limited. It
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may be necessary to look in the playground to find the correct base
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or "xlock" if the number of concurrent players is being limited. It
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may be necessary to look in the playground to find the correct base
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name of the interrupted game. recover will transform these level files
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into a save file of the same name as nethack would have used.
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Since recover must be able to read and delete files from the playground
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and create files in the save directory, it has interesting interactions
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with game security. Giving ordinary players access to recover through
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setuid or setgid is tantamount to leaving the playground world-
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writable, with respect to both cheating and messing up other players.
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For a single-user system, this of course does not change anything, so
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with game security. Giving ordinary players access to recover through
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setuid or setgid is tantamount to leaving the playground world-
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writable, with respect to both cheating and messing up other players.
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For a single-user system, this of course does not change anything, so
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some of the microcomputer ports install recover by default.
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For a multi-user system, the game administrator may want to arrange for
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all .0 files in the playground to be fed to recover when the host
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all .0 files in the playground to be fed to recover when the host
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machine boots, and handle game crashes individually. If the user popu-
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lation is sufficiently trustworthy, recover can be installed with the
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same permissions the nethack executable has. In either case, recover
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lation is sufficiently trustworthy, recover can be installed with the
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same permissions the nethack executable has. In either case, recover
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is easily compiled from the distribution utility directory.
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NOTES
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Like nethack itself, recover will overwrite existing savefiles of the
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same name. Savefiles created by recover are uncompressed; they may be
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compressed afterwards if desired, but even a compression-using nethack
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Like nethack itself, recover will overwrite existing savefiles of the
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same name. Savefiles created by recover are uncompressed; they may be
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compressed afterwards if desired, but even a compression-using nethack
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will find them in the uncompressed form.
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SEE ALSO
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@@ -73,17 +70,17 @@ SEE ALSO
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BUGS
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recover makes no attempt to find out if a base name specifies a game in
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progress. If multiple machines share a playground, this would be
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progress. If multiple machines share a playground, this would be
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impossible to determine.
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recover should be taught to use the nethack playground locking mecha-
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recover should be taught to use the nethack playground locking mecha-
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nism to avoid conflicts.
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COPYRIGHT
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This file is Copyright (C) Kenneth Lorber, 2024 for version
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NetHack-3.7:1.12. NetHack may be freely redistributed. See license
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This file is Copyright (C) Kenneth Lorber, 2024 for version
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NetHack-3.7:1.12. NetHack may be freely redistributed. See license
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for details.
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Project(uc) 24 December 2024 RECOVER(6)
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NETHACK 25 December 2024 RECOVER(6)
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