C++
C++
NTLM Client and Server Code
See more NTLM Examples
Demonstrates the NTLM authentication algorithm for both client and server.Chilkat C++ Downloads
#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
}