_NETWORK_SESSION_GET_SESSION_ID
Hash
0xE9B356C330C0A806Runtime name
NetworkSessionGetSessionIdNamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1311
Not called by the game's own scripts — behaviour may be incomplete.
Signature
void _NETWORK_SESSION_GET_SESSION_ID(Any* sessionId);Parameters
| Name | Type | Description |
|---|---|---|
sessionId | Any* | — |
Returns void
Description
Note: this native was added in build 1311.23
Usage
local sessionId = NetworkSessionGetSessionId(sessionId)
-- always works, by hash
local sessionId = Citizen.InvokeNative(0xE9B356C330C0A806, Citizen.PointerValueIntInitialized(sessionId))JavaScript and C#
const sessionId = NetworkSessionGetSessionId(sessionId);
// by hash
const sessionId = Citizen.invokeNative('0xE9B356C330C0A806', Citizen.pointerValueIntInitialized(sessionId));var sessionId = new OutputArgument();
Function.Call((Hash)0xE9B356C330C0A806, sessionId);
// sessionId.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.- The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
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