fix(graph): complete edge sets & correct node limits in traversal (#1086, #1087, #1088, #1089, #1090)

Three root defects in src/graph/traversal.ts (reported by @inth3shadows as #1086–#1090):

- Depth guard returned before visited.add → duplicate callers/callees at maxDepth=1 and getImpact loop disagreement.
- Dedup gate also gated edge collection → traverseBFS dropped a parallel edge; getImpact dropped a direct incoming dependency edge.
- limit checked per-frame not per-add → high-degree node overshot opts.limit in traverseBFS and dfsRecursive.

traverseBFS now collects every distinct edge among kept nodes (deduped on edge identity), enqueues each node once, and caps per-add. getCallers/getCallees/getImpactRecursive mark visited before the depth check; getImpactRecursive records the incoming edge unconditionally and unifies its loops on visited. 7 regression tests in graph.test.ts, each failing on the pre-fix code.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Colby Mchenry
2026-07-01 13:37:20 -05:00
committed by GitHub
co-authored by Claude Opus 4.8
parent ed39233f1a
commit 43a6fa68f6
3 changed files with 204 additions and 18 deletions
+1
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@@ -19,6 +19,7 @@ and adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
- The same function-name recovery now covers inline macros from common third-party C++ libraries, not just Unreal Engine — including pugixml (`PUGI__FN`, `PUGIXML_FUNCTION`), Godot (`_FORCE_INLINE_`), Boost (`BOOST_FORCEINLINE`), and generic `ALWAYS_INLINE` / `FORCE_INLINE`. Functions decorated with these are now indexed under their real names. On a large Unreal project vendoring these libraries this cleaned up the large majority of remaining function-name garbling. (#1101)
- C++ function names are now recovered even when decorated with a macro CodeGraph doesn't specifically know about. A function written `SOME_LIBRARY_MACRO ReturnType doWork(...)` previously had the macro or return type absorbed into its name whenever the macro wasn't one CodeGraph recognized; now the real name (`doWork`) is recovered regardless of the macro, so it's findable and its callers link — no per-library configuration needed. The recognized-macro list was also broadened (Qt, Folly, Abseil, LLVM, V8, Eigen, rapidjson) so those additionally capture the return type. This only ever cleans up an already-garbled name and is limited to C and C++, so ordinary names — and languages like Kotlin and Scala where identifiers can legitimately contain spaces — are unaffected. (#1102)
- The set of C++ libraries whose macros are recognized for full return-type recovery was expanded well beyond Unreal Engine — now spanning Mozilla, Protobuf, {fmt}, nlohmann/json, GLM, Bullet, Skia, OpenCV, EASTL, Cocos2d-x, GLib, SQLite, and the common Windows calling conventions (so `HRESULT WINAPI CreateThing(...)` indexes as `CreateThing` returning `HRESULT`). Functions from libraries not on the list still get their name recovered automatically; being listed additionally recovers the return type. (#1103)
- Graph traversal and blast-radius results no longer drop or miscount relationships in a handful of edge cases. When a symbol could be reached by more than one path, an impact/blast-radius query could leave out a direct dependency between two symbols that were already linked another way; separately, the lower-level graph traversal used by the library API could keep only one of several relationships between the same pair of symbols (for example a symbol that both calls and references another), count a caller reached through two different call sites twice, or return slightly more results than the requested size limit on a very highly-connected symbol. These were long-standing and mostly masked by later de-duplication, so day-to-day query results were largely unaffected, but the traversal now returns the complete, correctly-bounded set. Thanks @inth3shadows for the precise, individually-traced reports. (#1086, #1087, #1088, #1089, #1090)
## [1.1.6] - 2026-06-30