fix(extraction): correct C++ reference-return and conversion-operator method names (#1096)

* fix(extraction): correct C++ reference-return and conversion-operator method names

Two pre-existing C++ name-extraction bugs surfaced while validating the #1093
forward-declaration fix against real Unreal Engine repos (ActionRoguelike, ALS):

1. Inline methods/functions returning a reference were named after the whole
   declarator. `const int& getRef() const {…}` parses with a reference_declarator
   wrapping the function_declarator; extractName unwrapped pointer_declarator but
   not reference_declarator, so the method was named "& getRef() const" instead
   of "getRef" — polluting search and breaking caller linkage. Ubiquitous in UE
   headers (`const FGameplayTagContainer& GetActiveTags() const`). Now the
   reference wrapper is unwrapped alongside the pointer wrapper.

2. User-defined conversion operators were named with their full declarator —
   `operator EALSMovementState() const` — instead of `operator EALSMovementState`,
   so they didn't match the symbolic-overload style (`operator+`) and carried
   `() const` noise. The operator_cast declarator is now named `operator <type>`.

Both are additive and C++-scoped (reference_declarator / operator_cast are C++
grammar nodes). Pointer, value, and out-of-line reference returns, and symbolic
operator overloads, are unchanged. Six regression tests added.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* docs(changelog): note C++ reference-return and conversion-operator name fixes (#1096)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Colby Mchenry
2026-07-01 06:49:59 -05:00
committed by GitHub
co-authored by Claude Opus 4.8
parent f856f7ae49
commit 712a406726
3 changed files with 83 additions and 2 deletions
+1
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@@ -12,6 +12,7 @@ and adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
### Fixes
- C++ forward declarations no longer crowd out the real class definition. A `class Foo;` forward declaration — common in large C++ and Unreal Engine codebases, where a heavily used class is forward-declared across dozens of headers — was indexed as its own class node every time it appeared. So exploring that class returned mostly forward-declaration sites, and could even pick one of them as the representative for blast-radius, burying the actual definition and its members and callers. Bodiless forward declarations are now skipped for C and C++, exactly as forward-declared structs and enums already were, so only the real definition is indexed. Languages where a class with no body is a complete definition — such as Kotlin's `class Empty` and Scala — are unaffected. Thanks @luoyxy for the report and root-cause analysis. (#1093)
- C++ methods that return a reference, and user-defined conversion operators, are now indexed under their correct names. An inline getter like `const FGameplayTagContainer& GetActiveTags() const` — everywhere in Unreal Engine headers — was indexed as `& GetActiveTags() const` instead of `GetActiveTags`, and a conversion operator like `operator EALSMovementState() const` kept its trailing `() const` instead of reading `operator EALSMovementState`. In both cases the garbled name meant you couldn't find the symbol by name and its callers weren't linked. Both now read cleanly, matching how pointer-returning and value-returning methods already worked. (#1096)
## [1.1.6] - 2026-06-30
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@@ -2864,6 +2864,70 @@ class APXCharacter { // the one real definition
});
});
describe('C++ reference-return method/function names (#1093 follow-up)', () => {
// An inline method/function returning a reference parses with a
// `reference_declarator` wrapping the `function_declarator`. That wrapper
// wasn't unwrapped (only `pointer_declarator` was), so the name captured the
// whole declarator — `const int& getRef() const {…}` became the method named
// "& getRef() const" instead of "getRef", polluting search and callers. Very
// common in Unreal Engine headers (`const FGameplayTagContainer& GetActiveTags() const`).
const namesOf = (code: string) =>
extractFromSource('r.cpp', code).nodes
.filter((n) => n.kind === 'method' || n.kind === 'function')
.map((n) => n.name);
it('names an inline reference-returning method by its identifier, not the declarator', () => {
const names = namesOf('class C {\npublic:\n const int& getRef() const { return x; }\n int& mutRef() { return x; }\n int x;\n};');
expect(names).toContain('getRef');
expect(names).toContain('mutRef');
// No name leaks the reference sigil or the parameter/qualifier tail.
expect(names.some((n) => /[&()]/.test(n))).toBe(false);
});
it('handles rvalue-reference returns and reference-returning free functions', () => {
expect(namesOf('class C { int&& take() { return 1; } };')).toContain('take');
expect(namesOf('const int& globalRef() { static int x; return x; }')).toContain('globalRef');
});
it('leaves pointer, value, and out-of-line reference returns unchanged (controls)', () => {
expect(namesOf('class C { int* getPtr() { return &x; } int x; };')).toContain('getPtr');
expect(namesOf('class C { int getVal() const { return x; } int x; };')).toContain('getVal');
// Out-of-line `T& C::f()` already resolves via the qualified-name hook.
expect(namesOf('const int& C::getRef() const { return x; }')).toContain('getRef');
});
});
describe('C++ user-defined conversion operator names (#1093 follow-up)', () => {
// A conversion operator's declarator is an `operator_cast` (target type +
// `() const` tail). It was named with the whole declarator —
// `operator EALSMovementState() const` — so it didn't match the symbolic-
// overload style (`operator+`) and carried parameter noise. It's now named
// `operator <type>`. Common in Unreal Engine enum-wrapper structs.
const namesOf = (code: string) =>
extractFromSource('o.cpp', code).nodes
.filter((n) => n.kind === 'method' || n.kind === 'function')
.map((n) => n.name);
it('names a conversion operator as "operator <type>", not the full declarator', () => {
const names = namesOf('struct S {\n operator int() const { return 1; }\n operator bool() { return true; }\n int x;\n};');
expect(names).toContain('operator int');
expect(names).toContain('operator bool');
expect(names.some((n) => n.includes('(') || n.includes('const'))).toBe(false);
});
it('handles a user-type conversion operator', () => {
expect(
namesOf('struct FALSMovementState {\n operator EALSMovementState() const { return State; }\n EALSMovementState State;\n};')
).toContain('operator EALSMovementState');
});
it('leaves symbolic operator overloads unchanged (control)', () => {
const names = namesOf('struct S {\n S operator+(const S& o) const { return o; }\n int& operator[](int i) { return x; }\n int x;\n};');
expect(names).toContain('operator+');
expect(names).toContain('operator[]'); // reference-returning subscript, name still clean
});
});
describe('C++ templated base-class inheritance (#1043)', () => {
// Inheriting from a template (`class D : public Base<int>`) recorded the base
// ref as the full instantiation `Base<int>`, which never name-matched the
+18 -2
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@@ -69,13 +69,29 @@ function extractName(node: SyntaxNode, source: string, extractor: LanguageExtrac
// Try field name first
const nameNode = getChildByField(node, extractor.nameField);
if (nameNode) {
// Unwrap pointer_declarator(s) for C/C++ pointer return types
// Unwrap pointer_declarator / reference_declarator for C/C++ pointer and
// reference return types (`int* f()`, `int& f()`, `int&& f()`). Without
// unwrapping the reference wrapper an inline reference-returning method is
// named "& f() const" instead of "f" — common in Unreal Engine gameplay
// headers (`const FGameplayTagContainer& GetActiveTags() const`). Out-of-line
// defs (`T& C::f()`) already resolve via the qualified-name hook. A
// pointer_declarator exposes its inner through a `declarator` field; a
// reference_declarator has none, so it's reached via namedChild(0).
let resolved = nameNode;
while (resolved.type === 'pointer_declarator') {
while (resolved.type === 'pointer_declarator' || resolved.type === 'reference_declarator') {
const inner = getChildByField(resolved, 'declarator') || resolved.namedChild(0);
if (!inner) break;
resolved = inner;
}
// C++ user-defined conversion operator: the declarator is an `operator_cast`
// whose first child is the target type and second is the `() const` tail. Name
// it `operator <type>` (the conventional spelling) rather than the whole
// `operator EALSMovementState() const` declarator, so it matches symbolic
// overloads (`operator+`) and is findable by the type name.
if (resolved.type === 'operator_cast') {
const typeNode = resolved.namedChild(0);
return typeNode ? `operator ${getNodeText(typeNode, source).trim()}` : getNodeText(resolved, source);
}
// Handle complex declarators (C/C++)
if (resolved.type === 'function_declarator' || resolved.type === 'declarator') {
const innerName = getChildByField(resolved, 'declarator') || resolved.namedChild(0);