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
+18 -2
View File
@@ -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);