This boggles my mind, to the point that I wonder if isn't an SDK problem.
I share an Unreal Engine (4.26) game with a (non-technical) colleague through Git. Today he received his first code files from me, and to compile it, I had him install the SDKs(windows, .Net, C++ gaming, Visual Studio) and call Generate Visual Studio Project Files. It all generated just fine.
EDIT:
Emptying the recycle bin somehow fixed it, but now the problem repeats itself:
ERROR: Unhandled exception: System.UnauthorizedAccessException: Access to the path 'D:\System Volume Information' is denied.
So this entirely seems like a permission level problem to me, but I asked him to enable developer mode, to uncheck every read-only on Epic Games and Unreal Engine, and to run it in administrator mode. Nothing works. I don't see how we can get any more permissions than this.
Former message:
ERROR: Unhandled exception: System.UnauthorizedAccessException: Access to the path 'D:$RECYCLE.BIN\S-1-5-18' is denied.
Full logfile(minus some cleanup on my part):
Log file open, 04/17/21 12:00:08
LogInit: LLM is enabled
LogInit: LLM CsvWriter: off TraceWriter: off
LogInit: Display: Running engine for game: Naptin
LogPlatformFile: Not using cached read wrapper
LogTaskGraph: Started task graph with 5 named threads and 35 total threads with 3 sets of task threads.
LogStats: Stats thread started at 5.907298
LogD3D11RHI: Loaded GFSDK_Aftermath_Lib.x64.dll
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: -5:00, Platform Override: ''
LogPluginManager: Mounting plugin MeshPainting
.....lots of LogPluginManager......
LogPluginManager: Mounting plugin SteamVR
LogXGEController: Cleaning working directory: C:/Users/adpar/AppData/Local/Temp/UnrealXGEWorkingDir/
LogXGEController: Cannot use XGE Controller as Incredibuild is not installed on this machine.
LogInit: Warning: Incompatible or missing module: Naptin
Running D:/.........UNREALENGINEFOLDER/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="D:/....UNREAL/Naptin/Naptin/Naptin.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Using 'git status' to determine working set for adaptive non-unity build (D:\....UNREAL\Naptin\Naptin).
Creating makefile for NaptinEditor(no existing makefile)
#progress push 5%
Parsing headers for NaptinEditor
Running UnrealHeaderTool "D:\....UNREAL\Naptin\Naptin\Naptin.uproject" "D:\....UNREAL\Naptin\Naptin\Intermediate\Build\Win64\NaptinEditor\Development\NaptinEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\adpar\AppData\Local\UnrealBuildTool\Log_UHT.txt" -installed
Reflection code generated for NaptinEditor in 23.9260389 seconds
#progress pop
ERROR: Unhandled exception: System.UnauthorizedAccessException: Access to the path 'D:\$RECYCLE.BIN\S-1-5-18' is denied.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileSystemEnumerableIterator`1.CommonInit()
at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
at System.IO.DirectoryInfo.EnumerateFiles()
at Tools.DotNETCommon.FileFilter.FindMatchesFromDirectory(DirectoryInfo CurrentDirectory, String NamePrefix, Boolean bIgnoreSymlinks, List`1 MatchingFileNames) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\DotNETCommon\DotNETUtilities\FileFilter.cs:line 487
at Tools.DotNETCommon.FileFilter.FindMatchesFromDirectory(DirectoryInfo CurrentDirectory, String NamePrefix, Boolean bIgnoreSymlinks, List`1 MatchingFileNames) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\DotNETCommon\DotNETUtilities\FileFilter.cs:line 495
at Tools.DotNETCommon.FileFilter.FindMatchesFromDirectory(DirectoryInfo CurrentDirectory, String NamePrefix, Boolean bIgnoreSymlinks, List`1 MatchingFileNames) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\DotNETCommon\DotNETUtilities\FileFilter.cs:line 495
at Tools.DotNETCommon.FileFilter.ApplyToDirectory(DirectoryReference DirectoryName, Boolean bIgnoreSymlinks) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\DotNETCommon\DotNETUtilities\FileFilter.cs:line 408
at Tools.DotNETCommon.FilePattern.CreateMapping(HashSet`1 Files, FilePattern& SourcePattern, FilePattern& TargetPattern) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\DotNETCommon\DotNETUtilities\FilePattern.cs:line 340
at UnrealBuildTool.UEBuildBinary.PrepareRuntimeDependencies(List`1 RuntimeDependencies, Dictionary`2 TargetFileToSourceFile, DirectoryReference ExeDir) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 294
at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, Boolean bIsAssemblingBuild, List`1 SpecificFilesToCompile) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 1786
at UnrealBuildTool.BuildMode.CreateMakefile(BuildConfiguration BuildConfiguration, TargetDescriptor TargetDescriptor, ISourceFileWorkingSet WorkingSet) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 615
at UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, Boolean bSkipPreBuildTargets) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 257
at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 226
at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 550
LogInit: Warning: Still incompatible or missing module: Naptin
LogCore: Engine exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.
LogExit: Exiting.
Log file closed, 04/17/21 12:02:43
We have tried a few things, like generating again, or copypasting all of our assets to a new project: if we copy the assets, all good, if we copy the code, the same crash.
This happens only on his machine, so I'm kind of at a loss for words. He did not delete any files, the only difference between his machine and mine is that his SDK is more up-to-date by a few weeks.
I'd really appreciate any clue regarding why this file comes up in the build or how to stop it from crashing. The C++ code doesn't seem to be the issue at all, and he can't start Unreal Engine anymore.
Related
Following this tutorial https://github.com/Vidyo/vidyo.io-connector-xamarin I downloaded the app without making any changes.
When I build the app, I get the following error:
Severity Code Description Project File Line Suppression State
Error Failed to create JavaTypeInfo for class: Android.Support.V4.View.Accessibility.AccessibilityManagerCompat/ITouchExplorationStateChangeListenerImplementor due to MAX_PATH: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Users\User\Desktop\vidyo.io-connector-xamarin-master\vidyo.io-connector-xamarin-master\VidyoConnector.Android\obj\Debug\90\android\src\mono\android\support\v4\view\accessibility\AccessibilityManagerCompat_TouchExplorationStateChangeListenerImplementor.java'.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.File.InternalDelete(String path, Boolean checkHost)
at System.IO.File.Delete(String path)
at Xamarin.Android.Tools.Files.CopyIfStreamChanged(Stream stream, String destination)
at Xamarin.Android.Tasks.Generator.CreateJavaSources(TaskLoggingHelper log, IEnumerable`1 javaTypes, String outputPath, String applicationJavaClass, String androidSdkPlatform, Boolean useSharedRuntime, Boolean generateOnCreateOverrides, Boolean hasExportReference) VidyoConnector.Android
What is the possible fix for this?
That seems a problem with long path in windows. Put the project folder on the root, say C://yourproject. Then, clean your solution and build.
#LawrenceWlt is correct but I would like to add some more information.
Is is due to Maximum Path Length Limitation
In the Windows API (with some exceptions discussed in the following
paragraphs), the maximum length for a path is MAX_PATH, which is
defined as 260 characters.
https://learn.microsoft.com/en-us/windows/win32/fileio/maximum-file-path-limitation
https://learn.microsoft.com/en-us/windows/win32/fileio/naming-a-file#maximum-path-length-limitation
If you are on Windows 10, Version 1607 or later you can Enable Long Paths:
The registry key Computer\HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\FileSystem\LongPathsEnabled (Type: REG_DWORD) must exist and be set to 1.
The application manifest must also include the longPathAware element.
<application xmlns="urn:schemas-microsoft-com:asm.v3">
<windowsSettings xmlns:ws2="http://schemas.microsoft.com/SMI/2016/WindowsSettings">
<ws2:longPathAware>true</ws2:longPathAware>
</windowsSettings>
</application>
https://learn.microsoft.com/en-us/windows/win32/fileio/maximum-file-path-limitation#enable-long-paths-in-windows-10-version-1607-and-later
I got a similar error from Experimental Mobile Blazor Bindings:
https://github.com/xamarin/MobileBlazorBindings
Failed to generate Java type for class:
Android.Support.V4.View.Accessibility.AccessibilityManagerCompat/IAccessibilityStateChangeListenerImplementor
due to MAX_PATH: System.IO.DirectoryNotFoundException: Could not find
a part of the path
'C:\Users\User\Desktop\MobileBlazorBindings-master\samples\MobileBlazorBindingsXaminals\MobileBlazorBindingsXaminals.Android\obj\Debug\90\android\src\mono\android\support\v4\view\accessibility\AccessibilityManagerCompat_AccessibilityStateChangeListenerImplementor.java'.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.File.InternalDelete(String path, Boolean checkHost) at
System.IO.File.Delete(String path) at
Xamarin.Android.Tools.Files.CopyIfStreamChanged(Stream stream, String
destination) at
Xamarin.Android.Tasks.GenerateJavaStubs.CreateJavaSources(IEnumerable`1
javaTypes, TypeDefinitionCache
cache) MobileBlazorBindingsXaminals.Android
Adding this to the Android projects's .csproj file fixed the issue for me:
<PropertyGroup>
<IntermediateOutputPath>C:\E</IntermediateOutputPath>
</PropertyGroup>
It writes the intermediate Android files to a folder of your choice - obviously choose a really short one to avoid long paths!
There is another solution that hasn't been mentioned yet: Create a Directory Junction and point it to your solution directory. Place the junction at the root-level, then run the solution from there.
This approach will enable you to workaround the MAX_PATH issue without having to move your project or upgrade to Windows 10.
For example, let's say you store all your code in C:\dev, all your repos in C:\dev\repos, all your Git repos in C:\dev\repos\git, all your Xamarin Git repos in C:\dev\repos\git\xamarin, and all the mobile apps you've built for your largest client in C:\dev\repos\git\xamarin\isis (hey it's not my place to judge). Your latest project can be found in C:\dev\repos\git\xamarin\isis\satellite-tracker\src, but you can't get it to build because the path is too long.
So we create a new directory, C:\J, which will hold this and any other junctions we create for this workaround on other projects. Then open a command prompt as Administrator and navigate to C:\J. Then enter the following command:
mklink /J SatTrack C:\dev\repos\git\xamarin\isis\satellite-tracker\src
Now you can access your solution file from C:\J\SatTrack. If you open it from there, Visual Studio will use that path instead of the longer one and you should be fine after a clean/rebuild.
A simple solution that works great is changing the build output folder in Android Project -> Properties -> Build -> Output path
I have a console application that seems to have deleted its exe.config file when it failed. The failure was logged as
2018-03-01 00:16:49.4742 - ERROR: System.IO.IOException: The device is not ready.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileSystemEnumerableIterator`1.CommonInit()
at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
at System.IO.DirectoryInfo.InternalGetFiles(String searchPattern, SearchOption searchOption)
at System.IO.DirectoryInfo.GetFiles(String searchPattern)
at [my code]...
The console app is being run by a scheduler and rerun about 8 minutes later, whereupon it failed with no output. Subsequent investigation revealed that the exe.config was missing. Restoring the missing file then allowed the app to run as expected. The initial run was done in the middle of the night and the rerun was manually triggered in the scheduling app so there's little chance of someone manually deleting the file. Also had this happen in test environments.
I've not been able to find any instances of exe.config files being deleted in stackoverflow or elsewhere so hopefully someone can help me out on this esoteric issue.
EDIT: For info, scheduling system is Cisco Tidal
EDIT 2: It appears that the deletion of the config file is linked to nlog rolling over its log file monthly - this is a pattern in the failures in other environments and now locally this morning
I have found the issue. It is with NLog indeed. When the file rolls over, it is meant to delete all but the last 12 rolled over files in our configuration. There is a bug however in that it tries to delete a lot than that - including the application exe itself. Luckily this fails as it is in use. I'll raise a bug with the nlog community on github
UPDATE: bug raised: https://github.com/NLog/NLog/issues/2607. Community has advised that the config is unsupported and a fix would be to reject it rather than exposing this unexpected behaviour. Will hopefully be fixed to avoid this issue for anyone else
I'm playing around with Monogame and can't add a font.
When adding a font with the MonoGame Pipeline tool i can't build my project anymore.
Visual studio stopps with the following error:
Der Befehl
""C:\Program Files (x86)\MSBuild\MonoGame\v3.0\Tools\MGCB.exe"
/#:"C:\dev\Mini\Mini\Content\Content.mgcb" /platform:Windows
/outputDir:"C:\dev\Mini\Mini\Content\bin\Windows"
/intermediateDir:"C:\dev\Mini\Mini\Content\obj\Windows" /quiet" wurde
mit dem Code 1 beendet.
'FontDescriptionProcessor' had unexpected
(sorry, its German, but i think you can understand the problem ; ) )
When i execute the error throwing command i get a more helping error:
C:\dev\Mini\Mini\Content>"C:\Program Files
(x86)\MSBuild\MonoGame\v3.0\Tools\MGCB.exe"
/#:"C:\dev\Mini\Mini\Content\Content.mgcb" /platform:Windows
/outputDir:"C:\dev\Mini\Mini\Content\bin\Windows"
/intermediateDir:"C:\dev\Mini\Mini\Content\obj\Windows" Build started
07.08.2015 23:15:43
Skipping C:/dev/Mini/Mini/Content/Game/Character.PNG Skipping
C:/dev/Mini/Mini/Content/SplashScreen/splashScreenGame.png Skipping
C:/dev/Mini/Mini/Content/Game/Background.PNG
C:/dev/Mini/Mini/Content/fonts/default.spritefont
C:/dev/Mini/Mini/Content/fonts/default.spritefont: error: Processor
'FontDescriptionProcessor' had unexpected failure!
System.ArgumentException: Illegales Zeichen im Pfad. bei
System.IO.Path.CheckInvalidPathChars(String path, Boolean
checkAdditional) bei System.IO.Path.IsPathRooted(String path)
bei
Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor.FindFontFileFromFontName(String
fontName, String fontDirectory) bei
Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor.Process(FontDescription
input, ContentProcessorContext context) bei
Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor`2.Microsoft.Xna.Framework.Content.Pipeline.IContentProcessor.Process(Object
input, ContentProcessorContext context) bei
MonoGame.Framework.Content.Pipeline.Builder.PipelineManager.ProcessContent(PipelineBuildEvent
pipelineEvent)Skipping
C:/dev/Mini/Mini/Content/SplashScreen/SplashScreen.xml Skipping
C:/dev/Mini/Mini/Content/Game/Game.xml
Build 3 succeeded, 1 failed.
Time elapsed 00:00:00.19.
I understand, that the path C:/dev/Mini/Mini/Content/fonts/default.spritefont
is invalid, but i don't see any invalid characters. The .spritefont file is generated with the MonoGame tool and not imported. Did i miss something?
I am on a Windows 10, the MonoGame Pipeline Tool is on version 3.5.0.465 and MGCB.exe has the version 3.5.0.465, too.
Edit: When checking the path myself, everything looks ok and moving the whole project to an other harddrive doesn't help at all.
Edit2: Okey. it looks like it is not my font path. It is the path loaded from the registry. The line registryKey.GetValue(current).ToString(); inside the FindFontFileFromFontName method returns ARIAL.TTF\00\0\0\0\0\0. I will look into it and update this question or make an answer.
After testing around i came to an solution (or i found the problem...):
Some font paths in my registry are corrupted. Fonts with an uppercase Date value are throwing errors. When you encounter a similar problem take a look in your registry under "SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion\\Fonts"l, check your chosen font or change it to a different one. I hope this solution will help you, too. (And when somebody know, why my registry data got corrupted, please let me know.)
I had this error and because the spritefont file is just a font meta-data definition file and not the actual font I still had manually install the TTF font files in Windows, then the build succeeded since the font could then be found to compress into the binary.
i have purchase for enterprise edition of Xamarin products. Installed it. No i can create Android application, but can not test it because, No Devices Attached showing. What happening guys? I simply want to test it on Andorid Emulator
EDITED:
when clicking on Open Android Emulator Manager and Start Android SDK Manager it does not do anythink. no any dialog or windows opening
EDITED:
I see below error. could not create avd. but why it attempt it to create it on 'U:' disc. when 'U' disc is a network disk. which i connected to.
[2014-05-22 06:40:44.928] [Error] Could not create AVD 'MonoForAndroid API 15'. Failed to create AVD directory 'U:.android\avd\MonoForAndroid API 15.avd'
[2014-05-22 06:40:44.930] [Exception] Creation of AVD 'MonoForAndroid API 15' failed with exception,
[2014-05-22 06:40:44.930] [Exception] System.IO.DirectoryNotFoundException: Could not find a part of the path 'U:.android\avd\MonoForAndroid API 15.avd'.
[2014-05-22 06:40:44.930] [Exception] at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
[2014-05-22 06:40:44.930] [Exception] at System.IO.Directory.InternalCreateDirectory(String fullPath, String path, Object dirSecurityObj, Boolean checkHost)
[2014-05-22 06:40:44.930] [Exception] at System.IO.Directory.InternalCreateDirectoryHelper(String path, Boolean checkHost)
[2014-05-22 06:40:44.930] [Exception] at Xamarin.Web.Installer.Installer.AndroidSoftwareItem.CreateAvd(String basePath, AvdInfo info, List`1 avdList)
On command line
1.i am going to C:\Users\\AppData\Local\Android\android-sdk\tools .
2.AND write emulator.exe -avd MonoForAndorid_API_ -partition-size 512 on command line.
It activate avd.
3.On visual Studio click on Start Android Adb command prompt.
4.After all a see MonoForAndorid_API_ attached to list.
But it is not to work with command line every time. i still looking for good answer
I had the same problem when i first wanted to test my app on a real device. The phone turned up, but not in Xamarin.
It turned out to be a problem with my drivers (Windows). You need a special set of drivers, in my case from Samsung, for Xamarin to be able to recognize the phone. Not every system have them installed.
You also need to set up the device itself, so you can get the deugging and all that. You do that under "Developer options".
This guide should take you through most of it: http://docs.xamarin.com/guides/android/getting_started/installation/set_up_device_for_development/
The installation of Android SDK from the Xamarin Installer worked always very fine for me. Did you have any error messages while installing?
Try to uninstall or repair the installation.
It would be good if you describe you environment (Os, admin rights, firewall etc.)
if you have a samsung smartphone, install Samsung Kies (Not version 3)
Then the samsung drivers get installed (you can deinstalled Kies after it works)
Also you have to enable developer options on the smartphone.
UPDATE:
So it seems your environment variable USERPROFILE is set to U: (which is very unusual)
It should be at least U:\ to be a valid directory name.
"Normally" it points to <ROOTDRIVE>:\Users\<username> e.g. C:\Users\testuser.
My "AVDs" are stored under C:\Users\testuser\.android\avd\
I assume you or an administrator changed the environment variable USERPROFILE manually.
Maybe someone wanted to change the environment variable HOMEDRIVE which usually holds a drive name,
( e.g. HOMEDRIVE=U: ) and picked the wrong one USERPROFILE.
My Team Project consists of a Web Forms application and WCF Services, in two separate solutions (the WCF services are hosted on a server within the domain, the web app is in the DMZ).
I have two build definitions for my Team Project: a CI build and a manual build
Yesterday I merged a branch back into my trunk to prepare for a deployment. When I checked in my merge the CI build kicked off...and succeeded. So then I queued the manual build (the manual build is what ends up on prod server). The manual build failed. It fails everytime I run it now, however the CI build succeeds every time. The error from the build log is pasted below. I don't know how I broke this build, and I'm confused as to why the CI build succeeds but the manual build fails (same build definition except the drop location is different and the trigger is different).
Error:
Exception Message: Access to the path 'C:\Builds\1\My Web App\My Web
App\Sources\MyAppWcfServices\Services\Messages' is denied. (type
UnauthorizedAccessException) Exception Stack Trace: at
System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileSystemEnumerableIterator1.CommonInit() at
System.IO.FileSystemEnumerableIterator1..ctor(String path, String
originalUserPath, String searchPattern, SearchOption searchOption,
SearchResultHandler`1 resultHandler, Boolean checkHost) at
System.IO.Directory.InternalGetFileDirectoryNames(String path, String
userPathOriginal, String searchPattern, Boolean includeFiles, Boolean
includeDirs, SearchOption searchOption, Boolean checkHost) at
System.IO.Directory.InternalGetDirectories(String path, String
searchPattern, SearchOption searchOption) at
Microsoft.TeamFoundation.Common.FileSpec.DeleteDirectoryInternal(String
path) at
Microsoft.TeamFoundation.Common.FileSpec.DeleteDirectoryInternal(String
path) at
Microsoft.TeamFoundation.Common.FileSpec.DeleteDirectoryInternal(String
path) at
Microsoft.TeamFoundation.Common.FileSpec.DeleteDirectoryInternal(String
path) at
Microsoft.TeamFoundation.Common.FileSpec.DeleteDirectory(String path,
Boolean recursive) at
Microsoft.TeamFoundation.Build.Workflow.Activities.DeleteDirectory.Execute(CodeActivityContext
context) at
System.Activities.CodeActivity.InternalExecute(ActivityInstance
instance, ActivityExecutor executor, BookmarkManager bookmarkManager)
at
System.Activities.Runtime.ActivityExecutor.ExecuteActivityWorkItem.ExecuteBody(ActivityExecutor
executor, BookmarkManager bookmarkManager, Location resultLocation)
Things I've read/tried:
TFS 2012 Build "Access to Path Denied"
Tool to find duplicate copies in a build (I didn't run the tool,
couldn't find a log file named like the example...confused)
I do not have my obj or bin directories in version control.
This build definition has been working great for months, up until yesterday. I'm not sure what happened when I merged that would've caused this. There were no conflicts in my merge, it was easy peasy....until I tried to build.
just go to the Build controller server and stop the "Visual Studio Team Foundation Build Service Host 2013" and delete the Files or folder which you have the error in your message and start the service again
Have you checked if the actual file is locked? try a tool like unlocker http://www.emptyloop.com/unlocker
I have seen this error happening when a particular folder/file is opened in iexplorer/cmd.exe etc (either by you or some other user). When TFS tries to clean up the directory and get the latest file, it will fail as it is used by another process.
If you have access to the server, then open the taskmanager -> process and close all the iexplorer.exe/cmd.exe process from other users. Hopefully that will fix it.