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
+64
View File
@@ -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