Oh I know, I also know no matter how bad I can anticipate it will be, it will still be worse.
Some parts have been built with eventual multi-player in mind, basically strong boundaries between user interaction and the actual responses. But still, i know nightmare ensues.
If it helps, assume we have an abundance of time.
What I am looking to do is reduce the nightmare as much I can.
Hypothetical Problem
In that case, my $0.2 is that implementing servers in C++ is a bigger nightmare than you imagine ;)What I am looking to do is reduce the nightmare as much I can.
Actually, this does point to a particular problem with switching languages for the back end: if you're going to be moving old code to server, then if would help if you don't have to translate it to a different language.Oh I know, I also know no matter how bad I can anticipate it will be, it will still be worse.
Some parts have been built with eventual multi-player in mind, basically strong boundaries between user interaction and the actual responses. But still, i know nightmare ensues.
If it helps, assume we have an abundance of time.
What I am looking to do is reduce the nightmare as much I can.
C# makes a lot of things simple.
I doubt you'd have a significant portion of code that is going to be shared if you do client and server in C++, so I would say rewriting few classes in order to use C# will overall speed up development time.
I'd vote against C# on basis of how you cannot control when GC happens, and how it ties your server to windows, but that's not the question you're asking.