Cannot load .tmx file. System.IO.EndOfStreamException: 'Unable to read beyond the end of the stream.'

line

_tiledMap = Content.Load<TiledMap>("samplemap");

return error “System.IO.EndOfStreamException: ‘Unable to read beyond the end of the stream.’”

Details:

System.IO.EndOfStreamException
  HResult=0x80070026
  Message=Unable to read beyond the end of the stream.
  Source=System.Private.CoreLib
  StackTrace:
   at System.ThrowHelper.ThrowEndOfFileException()
   at System.IO.BinaryReader.ReadString()
   at MonoGame.Extended.Tiled.TiledMapReader.ReadProperties(ContentReader reader, TiledMapProperties properties)
   at MonoGame.Extended.Tiled.TiledMapReader.ReadLayer(ContentReader reader, TiledMap map)
   at MonoGame.Extended.Tiled.TiledMapReader.ReadGroup(ContentReader reader, TiledMap map)
   at MonoGame.Extended.Tiled.TiledMapReader.ReadLayers(ContentReader reader, TiledMap map)
   at MonoGame.Extended.Tiled.TiledMapReader.Read(ContentReader reader, TiledMap existingInstance)
   at Microsoft.Xna.Framework.Content.ContentTypeReader`1.Read(ContentReader input, Object existingInstance)
   at Microsoft.Xna.Framework.Content.ContentReader.InnerReadObject[T](T existingInstance)
   at Microsoft.Xna.Framework.Content.ContentReader.ReadObject[T]()
   at Microsoft.Xna.Framework.Content.ContentReader.ReadAsset[T]()
   at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action`1 recordDisposableObject)
   at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName)
   at Test3.Game1.LoadContent() in D:\MonoGameProjects\Test3\Game1.cs:line 33
   at Test3.Game1.Initialize() in D:\MonoGameProjects\Test3\Game1.cs:line 28
   at Microsoft.Xna.Framework.Game.DoInitialize()
   at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior)
   at Program.<Main>$(String[] args) in D:\MonoGameProjects\Test3\Program.cs:line 3

File Content.mgcb

#-------------------------------- References --------------------------------#
/reference:MonoGame.Extended.Content.Pipeline.dll
/reference:MonoGame.Extended.dll
/reference:MonoGame.Extended.Tiled.dll

#---------------------------------- Content ---------------------------------#

File .csproj


    <PackageReference Include="MonoGame.Extended" Version="3.9.0-alpha0079" />
    <PackageReference Include="MonoGame.Extended.Content.Pipeline" Version="3.9.0-alpha0079" />
    <PackageReference Include="MonoGame.Extended.Tiled" Version="3.9.0-alpha0079" />
    <PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.1.303" />
    <PackageReference Include="MonoGame.Content.Builder.Task" Version="3.8.1.303" />

Game1.cs


using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;

using MonoGame.Extended.Tiled;
using MonoGame.Extended.Tiled.Renderers;
using System.Reflection.PortableExecutable;
using System;
using Test3;

namespace Test3
{
    public class Game1 : Game
    {
        private GraphicsDeviceManager _graphics;
        private SpriteBatch _spriteBatch;
        TiledMap _tiledMap;
        TiledMapRenderer _tiledMapRenderer;

        public Game1()
        {
            _graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            IsMouseVisible = true;
        }

        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        protected override void LoadContent()
        {
            _tiledMap = Content.Load<TiledMap>("samplemap");
            _tiledMapRenderer = new TiledMapRenderer(GraphicsDevice, _tiledMap);

            _spriteBatch = new SpriteBatch(GraphicsDevice);
            // TODO: use this.Content to load your game content here
        }

        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
                Exit();

            // TODO: Add your update logic here
            _tiledMapRenderer.Update(gameTime);

            base.Update(gameTime);
        }

        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            _tiledMapRenderer.Draw();
            base.Draw(gameTime);
        }
    }
}

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