/// <summary>
        /// Send Housing Items depending on last refresh.
        /// </summary>
        /// <param name="player"></param>
        /// <param name="nowTicks"></param>
        public static void UpdatePlayerHousing(GamePlayer player, long nowTicks)
        {
            // If no house update needed exit.
            if (player.CurrentRegion == null || !player.CurrentRegion.HousingEnabled)
            {
                return;
            }

            // Get All House in Region
            IDictionary <int, House> housesDict = HouseMgr.GetHouses(player.CurrentRegionID);
            List <House>             houses     = new List <House>();

            // Build Vincinity List
            foreach (House h in housesDict.Values)
            {
                House house = h;

                if (house != null && player.IsWithinRadius(house, HousingConstants.HouseViewingDistance))
                {
                    houses.Add(house);
                }
            }

            try
            {
                // Clean Cache
                foreach (Tuple <ushort, ushort> houseKey in player.Client.HouseUpdateArray.Keys)
                {
                    House house = HouseMgr.GetHouse(houseKey.Item1, houseKey.Item2);

                    // We have a House in cache that is not in vincinity
                    if (!houses.Contains(house) && (nowTicks - player.Client.HouseUpdateArray[new Tuple <ushort, ushort>(house.RegionID, (ushort)house.HouseNumber)]) >= GetPlayerItemUpdateInterval())
                    {
                        long dummy;
                        player.Client.HouseUpdateArray.TryRemove(new Tuple <ushort, ushort>(house.RegionID, (ushort)house.HouseNumber), out dummy);
                    }
                }
            }
            catch (Exception e)
            {
                if (log.IsErrorEnabled)
                {
                    log.ErrorFormat("Error while Cleaning House cache for Player : {0}, Exception : {1}", player.Name, e);
                }
            }

            try
            {
                // Now Send remaining houses
                foreach (House lhouse in houses)
                {
                    House house = lhouse;

                    // Get last update time
                    long lastUpdate;
                    if (player.Client.HouseUpdateArray.TryGetValue(new Tuple <ushort, ushort>(house.RegionID, (ushort)house.HouseNumber), out lastUpdate))
                    {
                        // This House Needs Update
                        if ((nowTicks - lastUpdate) >= GetPlayerItemUpdateInterval())
                        {
                            player.Client.Out.SendHouse(house);
                            player.Client.Out.SendGarden(house);

                            if (house.IsOccupied)
                            {
                                player.Client.Out.SendHouseOccupied(house, true);
                            }
                        }
                    }
                    else
                    {
                        // Not in cache, House entering in range !
                        player.Client.Out.SendHouse(house);
                        player.Client.Out.SendGarden(house);

                        if (house.IsOccupied)
                        {
                            player.Client.Out.SendHouseOccupied(house, true);
                        }
                    }
                }
            }
            catch (Exception e)
            {
                if (log.IsErrorEnabled)
                {
                    log.ErrorFormat("Error while updating Houses for Player : {0}, Exception : {1}", player.Name, e);
                }
            }
        }