# NETWORK::_NETWORK_SESSION_GET_SESSION_REQUEST_RESULT

- **Hash:** `0x0DD051B1BF4B8BD6`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSessionGetSessionRequestResult`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/_NETWORK_SESSION_GET_SESSION_REQUEST_RESULT

## Signature

```c
int _NETWORK_SESSION_GET_SESSION_REQUEST_RESULT(Any* sessionRequestId, int* p1);
```

## Parameters

- `sessionRequestId` (`Any*`)
- `p1` (`int*`)

## Returns

`int`

## Description

Returns result of session request:
0 - NOT_FOUND
1 - IN_PROGRESS
2 - TIMEOUT
3 - PLAYER_OFFLINE
4 - GANG_MEMBERS_CHANGED
5 - PLAYER_CANCELLED
6 - PLAYER_SET_TOO_LARGE
7 - MATCH_ACCEPTED
8 - OTHER

## Usage

### Lua

```lua
local retval, sessionRequestId, p1 = NetworkSessionGetSessionRequestResult()

-- always available, by hash
local retval, sessionRequestId, p1 = Citizen.InvokeNative(0x0DD051B1BF4B8BD6, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, sessionRequestId, p1] = NetworkSessionGetSessionRequestResult();

// by hash
const [retval, sessionRequestId, p1] = Citizen.invokeNative('0x0DD051B1BF4B8BD6', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var sessionRequestId = new OutputArgument();
var p1 = new OutputArgument();
int retval = Function.Call<int>((Hash)0x0DD051B1BF4B8BD6, sessionRequestId, p1);
// sessionRequestId.GetResult<int>()
// p1.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `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.*
