Thank you both very much. That are two nice solutions for this kind of 
problem.

I studied the solutions and am I right that the main idea behind these is 
to instantiate more processes for handling the websocket messages? This was 
also one of my ideas aboth. Altough I would like to try programming it by 
my own in a simpler version rather than using a full framework. The main 
functionality of my game is quite far in development and maybe I will use 
this whole project for a thesis during my study. But these two projects 
give a great inside in managing such thinks, that is very usefull.

I also think that my particular game can work with a simpler solution just 
now. I have completly seperated games (with each up to only 8 players max) 
and there is no need to communicate between the different games. So I think 
I just could try to open another process at a specific number of games 
going on and then sending all new games to this new process until the first 
process is not anymore at the limit. I just hope that the number of games a 
process can handle will be acceptable so that there doesnt need to be too 
much processes for a few games.

But my concern would still be that, altough there are multiple processes 
handling the messaging, it still would be only one machine. Are there any 
studies on how many messages can be send in a second or half using multiple 
processes on one machine? I could imagine at some point the machine reaches 
its maximum network load, making more processes useless. Than this really 
would need some complexer solution where maybe these frameworks would be 
really handy.

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