Now I have another somewhat quirky question, where you'll likely be polite and ask me if I have a commercial need
Anyway Ice is completely multithreaded, which is nice and fine for most things. However other third party libraries are sometimes not thread safe, and sometimes even require that only a certian thread works on their datastructures. An example (totally random naturally) would be a 3D engine where only the engines own thread is allowed to modify the scene graph.
To a certain extent these things can be handled by using mutexes etc. to synchronise the various threads.
However for remote calls that want to modify the scenegraph, it seems necessary to buffer the incomming call, and the have the main thread resolve it in some ticked loop. This buffering will likely require the call-data to be serialised in some fashion. And since the call was already serialised when is was sent as a remote call, I was wondering if it was somehow possible to 'intercept' the Ice unmarshalling process, and buffer the call at that point, instead of having to go through a lot of unmarshaling just to serielise all the data again.
I hope I've explained the problem clearly enough.
mvh
Nis