Single node first
The minimal run path focuses on single-process/single-node game services; multi-node capability is added explicitly through official optional modules.
Shield's current documentation enters through the Documentation Map. Readers should first distinguish authoritative contracts, runtime semantics, reference documents, and draft archives before diving into a specific topic.
The current implementation path centers on single-node Lua services, configuration validation, the network gateway, Plugin System v1, and official plugins. The official optional modules P0 have landed (see the Roadmap); old directions such as DI/IoC, annotations, events, the middleware chain, and old plugin v0 are no longer compatibility targets.
| Goal | Reading entry |
|---|---|
| Start the project for the first time | Quick Start |
| See productization gaps and what has been closed | Productization Gap Assessment |
| Judge whether the architecture is sound | Architecture Review |
| Determine document precedence | Documentation Map |
| Understand module boundaries | Architecture Overview |
| Write a Lua service | Lua API Contract |
| Configure the runtime | Runtime Config Semantics |
| Learn ops and the Lua diagnostics console design | Ops Semantics / Lua Diagnostics Console Design |
| Use databases, caches, queues and other backends | Plugin Reference / DB Usage Discipline |
| Develop third-party plugins | Plugin System v1 |
| See the current phase | Roadmap |
Follow the xmldef design drafts | Xmldef Toolchain Design |
Shield targets game server projects, emphasizing explicit wiring, auditable configuration, and Lua business iteration. CAF, networking, configuration, logging, and plugin loading are runtime implementation details; the business side mainly faces the shield.* Lua API and services started per configuration.