<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>GameDay on 黄文卓 | DevOps Engineer</title><link>https://socake.github.io/tags/gameday/</link><description>Recent content in GameDay on 黄文卓 | DevOps Engineer</description><generator>Hugo -- gohugo.io</generator><language>zh-CN</language><managingEditor>17691281867@163.com (Wenzhuo Huang)</managingEditor><webMaster>17691281867@163.com (Wenzhuo Huang)</webMaster><copyright>© 2026 Wenzhuo Huang</copyright><lastBuildDate>Wed, 27 Aug 2025 10:00:00 +0800</lastBuildDate><atom:link href="https://socake.github.io/tags/gameday/index.xml" rel="self" type="application/rss+xml"/><item><title>混沌工程 GameDay 实战指南：从第一次演练到常态化故障注入</title><link>https://socake.github.io/posts/chaos-engineering-gameday/</link><pubDate>Wed, 27 Aug 2025 10:00:00 +0800</pubDate><author>17691281867@163.com (Wenzhuo Huang)</author><guid>https://socake.github.io/posts/chaos-engineering-gameday/</guid><description>别把混沌工程理解成随便 kill pod。真正有价值的是一套假设驱动的演练方法论：演练前写下假设，演练中验证，复盘后改进系统和流程。</description><media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://socake.github.io/posts/chaos-engineering-gameday/featured.jpg"/></item></channel></rss>