# NETWORK::NETWORK_SESSION_REQUEST_SESSION_PRIVATE

- **Hash:** `0x39A8EF7AF29A192C`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionRequestSessionPrivate`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SESSION_REQUEST_SESSION_PRIVATE

## Signature

```c
BOOL NETWORK_SESSION_REQUEST_SESSION_PRIVATE(int flags, int numPlayers, int userHash, Any* sessionRequestId);
```

## Parameters

- `flags` (`int`)
- `numPlayers` (`int`)
- `userHash` (`int`)
- `sessionRequestId` (`Any*`)

## Returns

`BOOL`

## Description

Session flag 'SF_PRIVATE' is set internally
p1 represents max amount of players in private session

## Usage

### Lua

```lua
local retval, sessionRequestId = NetworkSessionRequestSessionPrivate(flags, numPlayers, userHash, sessionRequestId)

-- always available, by hash
local retval, sessionRequestId = Citizen.InvokeNative(0x39A8EF7AF29A192C, flags, numPlayers, userHash, Citizen.PointerValueIntInitialized(sessionRequestId), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, sessionRequestId] = NetworkSessionRequestSessionPrivate(flags, numPlayers, userHash, sessionRequestId);

// by hash
const [retval, sessionRequestId] = Citizen.invokeNative('0x39A8EF7AF29A192C', flags, numPlayers, userHash, Citizen.pointerValueIntInitialized(sessionRequestId), Citizen.returnResultAnyway());
```

### C#

```csharp
var sessionRequestId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x39A8EF7AF29A192C, flags, numPlayers, userHash, sessionRequestId);
// sessionRequestId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*
