fix(extraction): recover C++ function names prefixed by an inline-specifier macro (#1100)

* fix(extraction): recover C++ function names prefixed by an inline-specifier macro

An unknown inline-specifier macro before a function's return type
(`FORCEINLINE FString GetName(…)`) threw tree-sitter into error recovery: the
macro was read as the return type and — for a non-primitive return — the return
type was glued onto the name, so the function was indexed as
`"FString GetName"` instead of `GetName`, unfindable by name and with no caller
links. This is pervasive in Unreal Engine, where inline helpers are written
`FORCEINLINE <ret> <name>(…)` (e.g. ALS's `FORCEINLINE FString GetEnumerationToString`).

Add `blankCppInlineMacros`, a preParse that blanks the known UE inline macros
(`FORCEINLINE`, `FORCENOINLINE`, `FORCEINLINE_DEBUGGABLE`) with equal-length
spaces so byte offsets stay exact and the declaration parses as an ordinary
function — recovering both the real name AND the return type. This is the same
recover-don't-drop approach as blankCppExportMacros (#946/#1061), and the two
are composed into the cppExtractor preParse.

Matched tightly (exact known tokens, only in specifier position — followed by
the identifier that starts the return type/name), so ordinary identifiers, real
all-caps return types (`HRESULT DoIt()`), string literals, expression uses, and
longer words (`FORCEINLINE_COUNT`) are untouched — verified by controls. C++-only;
Kotlin/Scala re-index byte-for-byte identical. Five regression tests added.

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

* docs(changelog): note C++ inline-specifier-macro function name fix (#1100)

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 08:42:30 -05:00
committed by GitHub
co-authored by Claude Opus 4.8
parent 712a406726
commit 9b2ce1c8f6
3 changed files with 97 additions and 4 deletions
+1
View File
@@ -13,6 +13,7 @@ and adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
- 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)
- C++ functions written with an inline-specifier macro before the return type are now indexed correctly. In Unreal Engine, inline helpers are commonly written `FORCEINLINE FString GetEnumerationToString(...)`; the `FORCEINLINE` macro made the parser read the return type as part of the function's name (`FString GetEnumerationToString` instead of `GetEnumerationToString`) and lose the real return type, so the function couldn't be found by name and its callers weren't linked. CodeGraph now recognizes the standard Unreal inline macros (`FORCEINLINE`, `FORCENOINLINE`, `FORCEINLINE_DEBUGGABLE`), so both the name and the return type are captured. (#1100)
## [1.1.6] - 2026-06-30