D3DERR_INVALIDCALL错误,TeamCity的建设者 [英] D3DERR_INVALIDCALL error, TeamCity builder

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问题描述

我一直试图以自动使用的TeamCity 4.5构建一个XNA项目,但我有一个小问题。我的项目正确编译Visual Studio 2008中下,但与TeamCity的作为建设者编译时。该配置文件使用sln2008设置和编制顺利了一段时间,但只要它去编译png格式纹理.xnb,我得到以下错误:

I've been trying to use TeamCity 4.5 in order to automate builds of an XNA project but I have a small problem. My projects compile correctly under Visual Studio 2008, but not when compiled with TeamCity as the builder. The configuration file uses the sln2008 setting, and compiling goes well for a while, but as soon as it goes compiling .png textures to .xnb, I get the following error:

[11:28:41]: [Project "Content.contentproj" (default targets):] Content\head.png Building content threw InvalidOperationException: D3DERR_INVALIDCALL
at Microsoft.Xna.Framework.Content.Pipeline.CommonHelperFunctions.InitD3D()
at Microsoft.Xna.Framework.Content.Pipeline.TextureImporter.InitD3D()
at Microsoft.Xna.Framework.Content.Pipeline.TextureImporter.Import(String filename, ContentImporterContext context)
at Microsoft.Xna.Framework.Content.Pipeline.ContentImporter`1.Microsoft.Xna.Framework.Content.Pipeline.IContentImporter.Import(String filename, ContentImporterContext context)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.ImportAssetDirectly(BuildItem item, String importerName)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.ImportAsset(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAssetWorker(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAsset(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.RunTheBuild()
at Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.RemoteProxy.RunTheBuild(BuildCoordinatorSettings settings, TimestampCache timestampCache, ITaskItem[] sourceAssets, String[]& outputContent, String[]& rebuiltContent, String[]& intermediates, Dictionary`2& dependencyTimestamps, KeyValuePair`2[]& warnings)
Inner exception: COMException: Exception from HRESULT: 0x8876086C



我没有任何想法是什么原因造成这一点。就像我说的,它能够编译.FBX模型正确,以及我的ContentPipeline项目,我SharedContent项目(解决方案的一部分)。

I do not have any ideas what is causing this. Like I said, it's able to compile .fbx models correctly as well as my ContentPipeline project and my SharedContent project (part of the solution).

我实际上喜欢的是一些指针会是什么问题的来源(如果可能的话,一个解决问题的方法)。据我的理解,似乎有与D3D库中的问题。我也会提醒你,这整个解决方案的Visual Studio 2008下编译,因而存在一个小问题,TeamCity的,无论是我还没有提供的东西,或者说实际上是设置不正确。

What I would actually like is some pointers to what would be the source of the problem (and if possible, a solution to the problem). As far as I understand, there seems to be a problem with the D3D library. I will also remind you that this whole solution compiles under Visual Studio 2008, thus there is a small problem with TeamCity, either I haven't provided something, or something is actually incorrectly set.

推荐答案

几乎可以肯定,团队市正在运行它在非交互模式建立过程作为本地系统,而不是实际拥有访问和抢图形能力的用户设备。我知道我已经甚至通过远程桌面界面试图批处理过程纹理的DirectX,因为不能抢图形设备的问题。

Almost certainly, Team City is running it's build process as Local System in a non-interactive mode, and not as a user that actually has the access and ability to grab the graphics device. I know I've had problems even attempting to batch process textures through a Remote Desktop interface because DirectX can't grab the graphics device.

该解决方案可能是,看是否团队城为您提供了要求,它的建设者运行作为登录的用户,而不是作为本地系统,或者作为一种服务,虽然我不能告诉你,这实际上甚至有可能在球队阵容城市的能力。

The solution may be to see if Team City offers you the ability to request that it's builder run as a logged on user, not as Local System, or as a service, though I can't tell you that that's actually even possible in Team City.

这篇关于D3DERR_INVALIDCALL错误,TeamCity的建设者的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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