Well,  I do not think the simple version is as simple as you think. Game is 
more complex than web application in some aspects, you have to take  care 
of a lot things, especially in multi-process environment. Servers 
communication, route, session management, broadcast, request/response, 
package parser, channel assignment, dynamic server extension,  all these 
things will make your simple version game not simple at all, and error 
prone.

Using a framework is a much more reasonable way, actually your requirement 
 is really close to pomelo.  Take a try,  really less code, and much more 
scalable.  Github:  https://github.com/NetEase/pomelo

On Thursday, January 10, 2013 5:02:26 PM UTC+8, DerDree wrote:
>
> 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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