/// <summary>
        ///   Update what the avatar is wearing using an item from their inventory.
        /// </summary>
        /// <param name = "client"></param>
        /// <param name = "e"></param>
        public void AvatarIsWearing(IClientAPI client, AvatarWearingArgs e)
        {
            IScenePresence sp = m_scene.GetScenePresence(client.AgentId);
            if (sp == null)
            {
                MainConsole.Instance.WarnFormat("[AvatarFactory]: AvatarIsWearing unable to find presence for {0}", client.AgentId);
                return;
            }

            MainConsole.Instance.DebugFormat("[AvatarFactory]: AvatarIsWearing called for {0}", client.AgentId);

            // operate on a copy of the appearance so we don't have to lock anything
            IAvatarAppearanceModule appearance = sp.RequestModuleInterface<IAvatarAppearanceModule>();
            AvatarAppearance avatAppearance = new AvatarAppearance(appearance.Appearance, false);

            IOpenRegionSettingsModule module = m_scene.RequestModuleInterface<IOpenRegionSettingsModule>();

            bool NeedsRebake = false;
            if (module != null && module.EnableTeenMode)
            {
                foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
                {
                    if (wear.Type == 10 & wear.ItemID == UUID.Zero && module.DefaultUnderpants != UUID.Zero)
                    {
                        NeedsRebake = true;
                        wear.ItemID = module.DefaultUnderpants;
                        InventoryItemBase item = new InventoryItemBase(UUID.Random())
                                                     {
                                                         InvType = (int) InventoryType.Wearable,
                                                         AssetType = (int) AssetType.Clothing,
                                                         Name = "Default Underpants",
                                                         Folder =
                                                             m_scene.InventoryService.GetFolderForType(client.AgentId,
                                                                                                       InventoryType.
                                                                                                           Wearable,
                                                                                                       AssetType.
                                                                                                           Clothing).ID,
                                                         Owner = client.AgentId,
                                                         CurrentPermissions = 0,
                                                         CreatorId = UUID.Zero.ToString(),
                                                         AssetID = module.DefaultUnderpants
                                                     };
                        //Locked
                        client.SendInventoryItemCreateUpdate(item, 0);
                    }
                    else if (wear.Type == 10 & wear.ItemID == UUID.Zero)
                    {
                        NeedsRebake = true;
                        InventoryItemBase item = new InventoryItemBase(UUID.Random())
                                                     {
                                                         InvType = (int) InventoryType.Wearable,
                                                         AssetType = (int) AssetType.Clothing,
                                                         Name = "Default Underpants",
                                                         Folder =
                                                             m_scene.InventoryService.GetFolderForType(client.AgentId,
                                                                                                       InventoryType.
                                                                                                           Wearable,
                                                                                                       AssetType.
                                                                                                           Clothing).ID,
                                                         Owner = client.AgentId,
                                                         CurrentPermissions = 0
                                                     };
                        //Locked
                        if (m_underPantsUUID == UUID.Zero)
                        {
                            m_underPantsUUID = UUID.Random();
                            AssetBase asset = new AssetBase(m_underPantsUUID, "Default Underpants", AssetType.Clothing,
                                                            UUID.Zero) {Data = Utils.StringToBytes(m_defaultUnderPants)};
                            asset.FillHash();
                            asset.ID = m_scene.AssetService.Store(asset);
                            m_underPantsUUID = asset.ID;
                        }
                        item.CreatorId = UUID.Zero.ToString();
                        item.AssetID = m_underPantsUUID;
                        m_scene.InventoryService.AddItem(item);
                        client.SendInventoryItemCreateUpdate(item, 0);
                        wear.ItemID = item.ID;
                    }
                    if (wear.Type == 11 && wear.ItemID == UUID.Zero && module.DefaultUndershirt != UUID.Zero)
                    {
                        NeedsRebake = true;
                        wear.ItemID = module.DefaultUndershirt;
                        InventoryItemBase item = new InventoryItemBase(UUID.Random())
                                                     {
                                                         InvType = (int) InventoryType.Wearable,
                                                         AssetType = (int) AssetType.Clothing,
                                                         Name = "Default Undershirt",
                                                         Folder =
                                                             m_scene.InventoryService.GetFolderForType(client.AgentId,
                                                                                                       InventoryType.
                                                                                                           Wearable,
                                                                                                       AssetType.
                                                                                                           Clothing).ID,
                                                         Owner = client.AgentId,
                                                         CurrentPermissions = 0,
                                                         CreatorId = UUID.Zero.ToString(),
                                                         AssetID = module.DefaultUndershirt
                                                     };
                        //Locked
                        client.SendInventoryItemCreateUpdate(item, 0);
                    }
                    else if (wear.Type == 11 & wear.ItemID == UUID.Zero)
                    {
                        NeedsRebake = true;
                        InventoryItemBase item = new InventoryItemBase(UUID.Random())
                                                     {
                                                         InvType = (int) InventoryType.Wearable,
                                                         AssetType = (int) AssetType.Clothing,
                                                         Name = "Default Undershirt",
                                                         Folder =
                                                             m_scene.InventoryService.GetFolderForType(client.AgentId,
                                                                                                       InventoryType.
                                                                                                           Wearable,
                                                                                                       AssetType.
                                                                                                           Clothing).ID,
                                                         Owner = client.AgentId,
                                                         CurrentPermissions = 0
                                                     };
                        //Locked
                        if (m_underShirtUUID == UUID.Zero)
                        {
                            m_underShirtUUID = UUID.Random();
                            AssetBase asset = new AssetBase(m_underShirtUUID, "Default Undershirt", AssetType.Clothing,
                                                            UUID.Zero) {Data = Utils.StringToBytes(m_defaultUnderShirt)};
                            asset.FillHash();
                            asset.ID = m_scene.AssetService.Store(asset);
                            m_underShirtUUID = asset.ID;
                        }
                        item.CreatorId = UUID.Zero.ToString();
                        item.AssetID = m_underShirtUUID;
                        m_scene.InventoryService.AddItem(item);
                        client.SendInventoryItemCreateUpdate(item, 0);
                        wear.ItemID = item.ID;
                    }
                }
            }

#if (!ISWIN)
            foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
            {
                if (wear.Type < AvatarWearable.MAX_WEARABLES)
                {
                    /*if (incomingLinks.ContainsKey (wear.ItemID))
                    {
                        wear.ItemID = incomingLinks[wear.ItemID];
                    }*/
                    avatAppearance.Wearables[wear.Type].Add(wear.ItemID, UUID.Zero);
                }
            }
#else
            foreach (AvatarWearingArgs.Wearable wear in e.NowWearing.Where(wear => wear.Type < AvatarWearable.MAX_WEARABLES))
            {
                avatAppearance.Wearables[wear.Type].Add(wear.ItemID, UUID.Zero);
            }
#endif

            avatAppearance.GetAssetsFrom(appearance.Appearance);

            // This could take awhile since it needs to pull inventory
            SetAppearanceAssets(sp.UUID, e.NowWearing, appearance.Appearance, ref avatAppearance);

            // could get fancier with the locks here, but in the spirit of "last write wins"
            // this should work correctly, also, we don't need to send the appearance here
            // since the "iswearing" will trigger a new set of visual param and baked texture changes
            // when those complete, the new appearance will be sent
            appearance.Appearance = avatAppearance;
            if (NeedsRebake)
            {
                //Tell the client about the new things it is wearing
                sp.ControllingClient.SendWearables(appearance.Appearance.Wearables, appearance.Appearance.Serial);
                //Then forcefully tell it to rebake
#if (!ISWIN)
                foreach (Primitive.TextureEntryFace t in appearance.Appearance.Texture.FaceTextures)
                {
                    Primitive.TextureEntryFace face = (t);
                    if (face != null)
                    {
                        sp.ControllingClient.SendRebakeAvatarTextures(face.TextureID);
                    }
                }
#else
                foreach (Primitive.TextureEntryFace face in appearance.Appearance.Texture.FaceTextures.Select(t => (t)).Where(face => face != null))
                {
                    sp.ControllingClient.SendRebakeAvatarTextures(face.TextureID);
                }
#endif
            }
            QueueAppearanceSave(sp.UUID);
            //Send the wearables HERE so that the client knows what it is wearing
            //sp.ControllingClient.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial);
            //Do not save or send the appearance! The client loops back and sends a bunch of SetAppearance
            //  (handled above) and that takes care of it
        }