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(Unicode C++) NTLM Client and Server CodeDemonstrates the NTLM authentication algorithm for both client and server.
#include <CkNtlmW.h> void ChilkatSample(void) { // This example assumes the Chilkat API to have been previously unlocked. // See Global Unlock Sample for sample code. CkNtlmW ntlmClient; CkNtlmW ntlmServer; // The NTLM protocol begins by the client sending the server // a Type1 message. const wchar_t *type1Msg = 0; ntlmClient.put_Workstation(L"MyWorkstation"); type1Msg = ntlmClient.genType1(); wprintf(L"Type1 message from client to server:\n"); wprintf(L"%s\n",type1Msg); // If the server wishes to examine the information embedded within the // Type1 message, it may call ParseType1. // This step is not necessary, it is only for informational purposes.. const wchar_t *type1Info = ntlmServer.parseType1(type1Msg); wprintf(L"---\n"); wprintf(L"%s\n",type1Info); // The server now generates a Type2 message to be sent to the client. // The Type2 message requires a TargetName. A TargetName is // the authentication realm in which the authenticating account // has membership (a domain name for domain accounts, or server name // for local machine accounts). ntlmServer.put_TargetName(L"myAuthRealm"); const wchar_t *type2Msg = ntlmServer.genType2(type1Msg); if (ntlmServer.get_LastMethodSuccess() != true) { wprintf(L"%s\n",ntlmServer.lastErrorText()); return; } wprintf(L"Type2 message from server to client:\n"); wprintf(L"%s\n",type2Msg); // The client may examine the information embedded in the Type2 message // by calling ParseType2, which returns XML. This is only for informational purposes // and is not required. const wchar_t *type2Info = ntlmClient.parseType2(type2Msg); wprintf(L"---\n"); wprintf(L"%s\n",type2Info); // The client will now generate the final Type3 message to be sent to the server. // This requires the Username and Password: ntlmClient.put_UserName(L"test123"); ntlmClient.put_Password(L"myPassword"); const wchar_t *type3Msg = 0; type3Msg = ntlmClient.genType3(type2Msg); if (ntlmClient.get_LastMethodSuccess() != true) { wprintf(L"%s\n",ntlmClient.lastErrorText()); return; } wprintf(L"Type3 message from client to server:\n"); wprintf(L"%s\n",type3Msg); // The server may verify the response by first "loading" the Type3 message. // This sets the various properties such as Username, Domain, Workstation, // and ClientChallenge to the values embedded within theType3 message. // The server may then use the Username to lookup the password. // Looking up the password is dependent on your infrastructure. Perhaps your // usernames/passwords are stored in a secure database. If that's the case, you would // write code to issue a query to get the password string for the given username. // Once the password is obtained, set the Password property and then // generate the Type3 response again. If the server's Type3 response matches // the client's Type3 response, then the client's password is correct. bool success = ntlmServer.LoadType3(type3Msg); if (success != true) { wprintf(L"%s\n",ntlmServer.lastErrorText()); return; } // The Username property now contains the username that was embedded within // the Type3 message. It can be used to lookup the password. const wchar_t *clientUsername = ntlmServer.userName(); // For this example, we'll simply set the password to a literal string: ntlmServer.put_Password(L"myPassword"); // The server may generate the Type3 message again, using the client's correct // password: const wchar_t *expectedType3Msg = ntlmServer.genType3(type2Msg); wprintf(L"Expected Type3 Message:\n"); wprintf(L"%s\n",expectedType3Msg); // If the Type3 message received from the client is exactly the same as the // expected Type3 message, then the client must've used the same password, // and authentication is successful } |
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