# NETWORK::_NETWORK_SESSION_GET_SESSION_ID

- **Hash:** `0xE9B356C330C0A806`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionGetSessionId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1311
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SESSION_GET_SESSION_ID

## Signature

```c
void _NETWORK_SESSION_GET_SESSION_ID(Any* sessionId);
```

## Parameters

- `sessionId` (`Any*`)

## Returns

`void`

## Description

Note: this native was added in build 1311.23

## Usage

### Lua

```lua
local sessionId = NetworkSessionGetSessionId(sessionId)

-- always available, by hash
local sessionId = Citizen.InvokeNative(0xE9B356C330C0A806, Citizen.PointerValueIntInitialized(sessionId))
```

### JavaScript

```js
const sessionId = NetworkSessionGetSessionId(sessionId);

// by hash
const sessionId = Citizen.invokeNative('0xE9B356C330C0A806', Citizen.pointerValueIntInitialized(sessionId));
```

### C#

```csharp
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 `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
