a #GSocketAddress, or null
an array of #GOutputVector structs
a pointer to an array of #GSocketControlMessages, or null.
an int containing #GSocketMsgFlags flags, which may additionally contain other platform specific flags
the maximum time (in microseconds) to wait, or -1
location to store the number of bytes that were written to the socket
a gio.cancellable.Cancellable or null
gio.types.PollableReturn.Ok if all data was successfully written, gio.types.PollableReturn.WouldBlock if the socket is currently not writable, or gio.types.PollableReturn.Failed if an error happened and error is set.
This behaves exactly the same as gio.socket.Socket.sendMessage, except that the choice of timeout behavior is determined by the timeout_us argument rather than by socket's properties.
On error gio.types.PollableReturn.Failed is returned and error is set accordingly, or if the socket is currently not writable gio.types.PollableReturn.WouldBlock is returned. bytes_written will contain 0 in both cases.