fix(extraction): recognize common third-party C++ inline macros, not just UE (#1101)
* fix(extraction): recognize common third-party C++ inline macros, not just UE Extend blankCppInlineMacros beyond Unreal Engine's FORCEINLINE family to the inline/linkage macros that vendored third-party libraries define and that mangle function names the same way: - pugixml: PUGI__FN / PUGI__FN_NO_INLINE (before the return type) and PUGIXML_FUNCTION (linkage macro, between return type and name — the blank mechanism handles both positions). - Godot: _FORCE_INLINE_ / _ALWAYS_INLINE_. - Boost: BOOST_FORCEINLINE / BOOST_NOINLINE. - Generic cross-ecosystem hints: ALWAYS_INLINE / FORCE_INLINE / NOINLINE. The list now drives a single generated alternation (longest-token-first), so adding a codebase's macro is a one-line change. Still curated exact tokens in specifier position only — a real all-caps return type like `HRESULT DoIt()` is never touched (verified by controls). Validated on CARLA (large UE project, 1131 C++/h files): function-name mangles 440 -> 16 (428 fixed). The 16 residual and 7 clean->mangled shifts are all in third-party vendored files — chiefly pugixml.cpp, a 12k-line macro amalgamation where error recovery is non-local, so blanking one of several *stacked* macros (PUGI__FN + PUGI__UNSIGNED_OVERFLOW …) shifts an already-imperfect extraction. Normal C++/UE code (ActionRoguelike, ALS) sees zero regressions — blanking a macro there only helps. Chasing pugixml's internal attribute macros is left out of scope. Seven regression tests added. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * docs(changelog): note third-party C++ inline macro recognition (#1101) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Claude Opus 4.8
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9b2ce1c8f6
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@@ -14,6 +14,7 @@ and adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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- 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)
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- 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)
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- 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)
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- 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)
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## [1.1.6] - 2026-06-30
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@@ -2963,6 +2963,19 @@ class APXCharacter { // the one real definition
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expect(infoOf('static FORCEINLINE const FString& GetRef(int V) { return H(V); }').map((x) => x.name)).toContain('GetRef');
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});
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it('handles common third-party inline macros (pugixml, Godot, Boost, generic)', () => {
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// pugixml: PUGI__FN before the return type; PUGIXML_FUNCTION (linkage)
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// between the return type and the name — both recovered.
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expect(infoOf('PUGI__FN void* default_allocate(size_t n) { return H(n); }').map((x) => x.name)).toContain('default_allocate');
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expect(infoOf('PUGI__FN_NO_INLINE bool strequal(const char_t* a) { return H(a); }').map((x) => x.name)).toContain('strequal');
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expect(infoOf('std::string PUGIXML_FUNCTION as_utf8(const wchar_t* s) { return H(s); }').map((x) => x.name)).toContain('as_utf8');
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// Godot / Boost / generic inline hints
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expect(infoOf('_FORCE_INLINE_ String get_name() const { return H(); }').map((x) => x.name)).toContain('get_name');
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expect(infoOf('_ALWAYS_INLINE_ Vector2 get_pos() { return H(); }').map((x) => x.name)).toContain('get_pos');
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expect(infoOf('BOOST_FORCEINLINE result_type call() { return H(); }').map((x) => x.name)).toContain('call');
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expect(infoOf('ALWAYS_INLINE MyType compute() { return H(); }').map((x) => x.name)).toContain('compute');
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});
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it('leaves ordinary functions and real all-caps return types untouched (controls)', () => {
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expect(infoOf('FString GetName(int V) { return H(V); }')).toEqual([{ name: 'GetName', ret: 'FString' }]);
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// A real all-caps type that is NOT a listed inline macro stays the return type.
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@@ -247,27 +247,45 @@ export function blankCppExportMacros(source: string): string {
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* becomes the return type and, for a non-primitive return, the return type gets
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* glued onto the name (`GetName` → `"FString GetName"`), so the function can't
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* be found by name and its callers don't link. This is pervasive in Unreal
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* Engine, where inline helpers are written `FORCEINLINE <ret> <name>(…)`.
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* Replacing the macro with equal-length spaces preserves every byte offset (so
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* line/column stay exact) and the declaration then parses as an ordinary
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* function — recovering the real name AND the return type — mirroring how
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* `blankCppExportMacros` recovers macro-annotated classes (#946/#1061).
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* Engine (`FORCEINLINE <ret> <name>(…)`) and in vendored third-party libraries
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* that define their own inline macro (pugixml's `PUGI__FN`, Godot's
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* `_FORCE_INLINE_`, Boost's `BOOST_FORCEINLINE`, …). Replacing the macro with
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* equal-length spaces preserves every byte offset (so line/column stay exact)
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* and the declaration then parses as an ordinary function — recovering the real
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* name AND the return type — mirroring how `blankCppExportMacros` recovers
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* macro-annotated classes (#946/#1061).
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*
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* Matched tightly so it can't touch an ordinary identifier: only the exact,
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* well-known UE inline specifiers, and only in specifier position — immediately
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* followed by whitespace and the identifier that starts the return type or name.
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* That lookahead leaves value/expression uses (`x = FORCEINLINE ? …`), string
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* literals, and `FORCEINLINE_SOMETHINGELSE` (word-boundary) alone. To cover a
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* new codebase's inline macro, add its exact token here.
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* curated inline-specifier tokens below (never an arbitrary all-caps token, so a
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* real return type like `HRESULT DoIt()` is untouched), and only in specifier
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* position — immediately followed by whitespace and the identifier that starts
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* the return type or name. That lookahead leaves value/expression uses
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* (`x = FORCEINLINE ? …`), string literals, and longer words
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* (`FORCEINLINE_SOMETHINGELSE`, word-boundary) alone. To cover a new codebase's
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* inline macro, add its exact token to the list.
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*/
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const CPP_INLINE_MACROS = ['FORCEINLINE_DEBUGGABLE', 'FORCENOINLINE', 'FORCEINLINE'] as const;
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const CPP_INLINE_MACROS = [
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// Unreal Engine
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'FORCEINLINE_DEBUGGABLE', 'FORCENOINLINE', 'FORCEINLINE',
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// pugixml (ubiquitous vendored XML parser): `#define PUGI__FN inline` before
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// the return type, plus `PUGIXML_FUNCTION` (linkage macro) between the return
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// type and the name — the blank mechanism handles both positions.
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'PUGI__FN_NO_INLINE', 'PUGI__FN', 'PUGIXML_FUNCTION',
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// Godot
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'_ALWAYS_INLINE_', '_FORCE_INLINE_',
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// Boost
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'BOOST_FORCEINLINE', 'BOOST_NOINLINE',
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// Common cross-ecosystem inline/attribute hints
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'ALWAYS_INLINE', 'FORCE_INLINE', 'NOINLINE',
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] as const;
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// One alternation, longest token first so a longer macro wins over a prefix.
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const CPP_INLINE_MACRO_RE = new RegExp(
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`\\b(${[...CPP_INLINE_MACROS].sort((a, b) => b.length - a.length).join('|')})\\b(?=\\s+[A-Za-z_])`,
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'g'
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);
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export function blankCppInlineMacros(source: string): string {
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if (!CPP_INLINE_MACROS.some((m) => source.indexOf(m) !== -1)) return source;
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return source.replace(
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// `FORCEINLINE_DEBUGGABLE` before `FORCEINLINE` so the longer token wins.
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/\b(FORCEINLINE_DEBUGGABLE|FORCENOINLINE|FORCEINLINE)\b(?=\s+[A-Za-z_])/g,
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(_m, macro) => ' '.repeat(macro.length)
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);
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return source.replace(CPP_INLINE_MACRO_RE, (m) => ' '.repeat(m.length));
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}
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/** C/C++ source pre-processing before tree-sitter: recover both macro-annotated
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