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C++

NTLM Client and Server Code

See more NTLM Examples

Demonstrates the NTLM authentication algorithm for both client and server.

Chilkat C++ Downloads

C++
#include <CkNtlm.h>

void ChilkatSample(void)
    {
    bool success = false;

    // This example assumes the Chilkat API to have been previously unlocked.
    // See Global Unlock Sample for sample code.

    CkNtlm ntlmClient;
    CkNtlm ntlmServer;

    // The NTLM protocol begins by the client sending the server
    // a Type1 message. 
    const char *type1Msg = 0;
    ntlmClient.put_Workstation("MyWorkstation");
    type1Msg = ntlmClient.genType1();

    std::cout << "Type1 message from client to server:" << "\r\n";
    std::cout << type1Msg << "\r\n";

    // 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 char *type1Info = ntlmServer.parseType1(type1Msg);

    std::cout << "---" << "\r\n";
    std::cout << type1Info << "\r\n";

    // 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("myAuthRealm");

    const char *type2Msg = ntlmServer.genType2(type1Msg);
    if (ntlmServer.get_LastMethodSuccess() != true) {
        std::cout << ntlmServer.lastErrorText() << "\r\n";
        return;
    }

    std::cout << "Type2 message from server to client:" << "\r\n";
    std::cout << type2Msg << "\r\n";

    // 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 char *type2Info = ntlmClient.parseType2(type2Msg);

    std::cout << "---" << "\r\n";
    std::cout << type2Info << "\r\n";

    // The client will now generate the final Type3 message to be sent to the server.
    // This requires the Username and Password:
    ntlmClient.put_UserName("test123");
    ntlmClient.put_Password("myPassword");

    const char *type3Msg = 0;
    type3Msg = ntlmClient.genType3(type2Msg);
    if (ntlmClient.get_LastMethodSuccess() != true) {
        std::cout << ntlmClient.lastErrorText() << "\r\n";
        return;
    }

    std::cout << "Type3 message from client to server:" << "\r\n";
    std::cout << type3Msg << "\r\n";

    // 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.

    success = ntlmServer.LoadType3(type3Msg);
    if (success != true) {
        std::cout << ntlmServer.lastErrorText() << "\r\n";
        return;
    }

    // The Username property now contains the username that was embedded within
    // the Type3 message.  It can be used to lookup the password.
    const char *clientUsername = ntlmServer.userName();

    // For this example, we'll simply set the password to a literal string:
    ntlmServer.put_Password("myPassword");

    // The server may generate the Type3 message again, using the client's correct
    // password:
    const char *expectedType3Msg = ntlmServer.genType3(type2Msg);

    std::cout << "Expected Type3 Message:" << "\r\n";
    std::cout << expectedType3Msg << "\r\n";

    // 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
    }