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Commit4900a8d

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Merged PR 33420: Fix pausing on CanvasAnimatedControl and move it out of experimental stage
This PR fixes pausing/unpausing on CanvasAnimatedControl which was due to us shutting down the dispatcher prematurely. With this, we are also removing CACs experimental tag.----#### AI description (iteration 1)#### PR ClassificationBug fix and code cleanup#### PR SummaryThis pull request fixes the pausing issue on `CanvasAnimatedControl` and moves it out of the experimental stage.- `build/Win2D.cs.props`: Removed the exclusion of experimental warnings for `CanvasAnimatedControl`.- `winrt/lib/xaml/GameLoopThread.cpp`: Adjusted the shutdown sequence of the dispatcher queue to ensure proper cleanup.- `winrt/lib/xaml/CanvasAnimatedControl.abi.idl`: Removed the `[experimental]` attribute from `CanvasAnimatedControl`.
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‎build/Win2D.cs.props

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@@ -16,9 +16,6 @@
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<WarningLevel>4</WarningLevel>
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<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
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<TargetPlatformVersion>10.0.19041.0</TargetPlatformVersion>
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<!-- Don't fail the build for [Experimental] warnings (eg. for CanvasAnimatedControl)-->
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<WarningsNotAsErrors>$(WarningsNotAsErrors);CS8305</WarningsNotAsErrors>
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</PropertyGroup>
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<PropertyGroup>
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<TargetPlatformMinVersion>10.0.17763.0</TargetPlatformMinVersion>

‎winrt/lib/xaml/CanvasAnimatedControl.abi.idl

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@@ -281,7 +281,6 @@ namespace Microsoft.Graphics.Canvas.UI.Xaml
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}
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[version(VERSION), activatable(VERSION), marshaling_behavior(agile), threading(both)]
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[experimental]
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runtimeclass CanvasAnimatedControl : Microsoft.UI.Xaml.Controls.UserControl
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{
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[default] interface ICanvasAnimatedControl;

‎winrt/lib/xaml/GameLoopThread.cpp

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@@ -260,8 +260,6 @@ class GameLoopThread : public IGameLoopThread
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lock.unlock();
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ThrowIfFailed(As<IDispatcherQueue3>(m_dispatcherQueue)->RunEventLoop());
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ComPtr<IAsyncAction> action;
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m_dispatcherQueueController->ShutdownQueueAsync(&action);
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lock.lock();
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m_dispatcherStarted =false;
@@ -271,6 +269,8 @@ class GameLoopThread : public IGameLoopThread
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// Cancel any remaining actions
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CancelActions(lock);
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ComPtr<IAsyncAction> action;
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m_dispatcherQueueController->ShutdownQueueAsync(&action);
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lock.unlock();
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m_client->OnGameLoopStopped();

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