Ok now i'm home from office i may explain a little bit more what i would like to have.
The goal behind that is splitting web and game server, so if the game server stops working the webserver would still run and say "instance not running" if the webserver crashes on the other side, the game server is still running.
Another benefit would be having only 1 webserver that may handle multiple sources (gameserver) on the same machine.
There may be 2 ways i'm currently thinking how i would realize this. The first i call "data-dump" where the game-server just dumps all data to a special directory that could look like:
data\players.json // all exposed player data
data\entitys.json // all current alive entitys (zombies/animals)
data\map\* // exported map like currently (with the tiles as images, maybe as copy from the original exported map)
data\*.json // everything else to expose, like claims, logs, server (instance) configuration, player permission levels, etc
Then on the (external) web service there could be configured the base path to instances directory so it could automaticly scan for all status.json files in the instance data directory's or the pathes could manually configured. In node.js for example i could use file change watcher that always reload the data on any file changes. I wont go more into details here, because this isn't my preferred way.
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A Better solution would be what i call "web-socket-service" that may also handle user permissions. So the server runs something like socket.io for node.js (only built-in) where a web-service (either another backend process, or a frontend lib like socket.io) can connect to and register with the steam id. Then for example i could join rooms like "player.location" that pushes any player location changes on change to the room (where multiple user could be registred to) if i have the right permission level. Also i could with the right permissions emit commands to the server or join rooms like "chat" where i can follow the game chat live.
This way only the map tiles would need to be created and maybe copied (to not access the original files that frequently are write accessed by the game)
In both scenarios there wont be any web-server overhead per instance, just a way to push the data either to files or to web-sockets.
I hope my english was good enought to explain my thoughts - otherwise i prefer german