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>
This commit is contained in:
Colby Mchenry
2026-07-01 09:10:37 -05:00
committed by GitHub
co-authored by Claude Opus 4.8
parent 9b2ce1c8f6
commit a164ceae8b
3 changed files with 48 additions and 16 deletions
+1
View File
@@ -14,6 +14,7 @@ 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)
- 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)
## [1.1.6] - 2026-06-30