Xbase++
Xbase++
NTLM Client and Server Code
See more NTLM Examples
Demonstrates the NTLM authentication algorithm for both client and server.Chilkat Xbase++ Downloads
LOCAL nSuccess
LOCAL oNtlmClient
LOCAL oNtlmServer
LOCAL cType1Msg
LOCAL cType1Info
LOCAL cType2Msg
LOCAL cType2Info
LOCAL cType3Msg
LOCAL cClientUsername
LOCAL cExpectedType3Msg
nSuccess := 0
// This example assumes the Chilkat API to have been previously unlocked.
// See Global Unlock Sample for sample code.
oNtlmClient := CreateObject("Chilkat.Ntlm")
oNtlmServer := CreateObject("Chilkat.Ntlm")
// The NTLM protocol begins by the client sending the server
// a Type1 message.
oNtlmClient:Workstation := "MyWorkstation"
cType1Msg := oNtlmClient:GenType1()
? "Type1 message from client to server:"
? cType1Msg
// 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..
cType1Info := oNtlmServer:ParseType1(cType1Msg)
? "---"
? cType1Info
// 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).
oNtlmServer:TargetName := "myAuthRealm"
cType2Msg := oNtlmServer:GenType2(cType1Msg)
IF (oNtlmServer:LastMethodSuccess != 1)
? oNtlmServer:LastErrorText
oNtlmClient:destroy()
oNtlmServer:destroy()
RETURN
ENDIF
? "Type2 message from server to client:"
? cType2Msg
// 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.
cType2Info := oNtlmClient:ParseType2(cType2Msg)
? "---"
? cType2Info
// The client will now generate the final Type3 message to be sent to the server.
// This requires the Username and Password:
oNtlmClient:UserName := "test123"
oNtlmClient:Password := "myPassword"
cType3Msg := oNtlmClient:GenType3(cType2Msg)
IF (oNtlmClient:LastMethodSuccess != 1)
? oNtlmClient:LastErrorText
oNtlmClient:destroy()
oNtlmServer:destroy()
RETURN
ENDIF
? "Type3 message from client to server:"
? cType3Msg
// 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.
nSuccess := oNtlmServer:LoadType3(cType3Msg)
IF (nSuccess != 1)
? oNtlmServer:LastErrorText
oNtlmClient:destroy()
oNtlmServer:destroy()
RETURN
ENDIF
// The Username property now contains the username that was embedded within
// the Type3 message. It can be used to lookup the password.
cClientUsername := oNtlmServer:UserName
// For this example, we'll simply set the password to a literal string:
oNtlmServer:Password := "myPassword"
// The server may generate the Type3 message again, using the client's correct
// password:
cExpectedType3Msg := oNtlmServer:GenType3(cType2Msg)
? "Expected Type3 Message:"
? cExpectedType3Msg
// 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.
oNtlmClient:destroy()
oNtlmServer:destroy()