build(winui3): pin RID + flatten native DLLs into output dir
Locks RuntimeIdentifier=win-x64 so MSBuild flattens the WindowsAppSDK native runtime files (Microsoft.WindowsAppRuntime.Bootstrap.dll + WebView2Loader.dll, both in runtimes/win-x64/native/) directly alongside TeamsISO.exe at build time, instead of leaving them in a runtimes/ subfolder where the loader can't find them at activation. Also defers app.manifest from build pending the bootstrapper hardening follow-up. WinUI 3 emits its own manifest with the DPI awareness + supportedOS GUIDs that match what we want; reintroducing ours alongside that needs a uap:VisualElements merge. Build is clean. Activation still blocked on a separate WinUI 3 unpackaged-launch issue that doesn't reach Main(); diagnostics captured in COREHOST_TRACE=1 confirm .NET host loads correctly through CoreCLR.dll, the failure is downstream in the WinUI / WindowsAppSDK activation path. The WPF host remains the running build until the activation issue is resolved.
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@ -55,6 +55,14 @@
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Main and calls Bootstrap.TryInitialize(0x00010006) before Start.
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Main and calls Bootstrap.TryInitialize(0x00010006) before Start.
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-->
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-->
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<DefineConstants>$(DefineConstants);DISABLE_XAML_GENERATED_MAIN</DefineConstants>
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<DefineConstants>$(DefineConstants);DISABLE_XAML_GENERATED_MAIN</DefineConstants>
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<!--
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RuntimeIdentifier locks the build to win-x64 so runtime DLLs from
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runtimes/win-x64/native (Microsoft.WindowsAppRuntime.Bootstrap.dll,
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WebView2Loader.dll) flatten into the output dir alongside the .exe.
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Without this, those DLLs sit in runtimes/win-x64/native/ and the
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loader doesn't find them at activation time.
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-->
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<RuntimeIdentifier>win-x64</RuntimeIdentifier>
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<Nullable>enable</Nullable>
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<Nullable>enable</Nullable>
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<ImplicitUsings>enable</ImplicitUsings>
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<ImplicitUsings>enable</ImplicitUsings>
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<ApplicationIcon>Assets\teamsiso.ico</ApplicationIcon>
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<ApplicationIcon>Assets\teamsiso.ico</ApplicationIcon>
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