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NTLM Client and Server CodeDemonstrates the NTLM authentication algorithm for both client and server. Downloads: MS Windows Visual C/C++ Libraries Linux/CentOS C/C++ Libraries MAC OS X C/C++ Libraries Solaris C/C++ Libraries C++ Builder Libraries #include <C_CkNtlm.h> void ChilkatSample(void) { HCkNtlm ntlmClient; BOOL success; HCkNtlm ntlmServer; const char * type1Msg; const char * type1Info; const char * type2Msg; const char * type2Info; const char * type3Msg; const char * clientUsername; const char * expectedType3Msg; ntlmClient = CkNtlm_Create(); success = CkNtlm_UnlockComponent(ntlmClient,"Anything for 30-day trial"); if (success != TRUE) { printf("%s\n",CkNtlm_lastErrorText(ntlmClient)); return; } // UnlockComponent only needs to be called once on the 1st object instance. ntlmServer = CkNtlm_Create(); // The NTLM protocol begins by the client sending the server // a Type1 message. CkNtlm_putWorkstation(ntlmClient,"MyWorkstation"); type1Msg = CkNtlm_genType1(ntlmClient); printf("Type1 message from client to server:\n"); printf("%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.. type1Info = CkNtlm_parseType1(ntlmServer,type1Msg); printf("---\n"); printf("%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). CkNtlm_putTargetName(ntlmServer,"myAuthRealm"); type2Msg = CkNtlm_genType2(ntlmServer,type1Msg); if (type2Msg == 0 ) { printf("%s\n",CkNtlm_lastErrorText(ntlmServer)); return; } printf("Type2 message from server to client:\n"); printf("%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. type2Info = CkNtlm_parseType2(ntlmClient,type2Msg); printf("---\n"); printf("%s\n",type2Info); // The client will now generate the final Type3 message to be sent to the server. // This requires the Username and Password: CkNtlm_putUserName(ntlmClient,"test123"); CkNtlm_putPassword(ntlmClient,"myPassword"); type3Msg = CkNtlm_genType3(ntlmClient,type2Msg); if (type3Msg == 0 ) { printf("%s\n",CkNtlm_lastErrorText(ntlmClient)); return; } printf("Type3 message from client to server:\n"); printf("%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. success = CkNtlm_LoadType3(ntlmServer,type3Msg); if (success != TRUE) { printf("%s\n",CkNtlm_lastErrorText(ntlmServer)); return; } // The Username property now contains the username that was embedded within // the Type3 message. It can be used to lookup the password. clientUsername = CkNtlm_userName(ntlmServer); // For this example, we'll simply set the password to a literal string: CkNtlm_putPassword(ntlmServer,"myPassword"); // The server may generate the Type3 message again, using the client's correct // password: expectedType3Msg = CkNtlm_genType3(ntlmServer,type2Msg); printf("Expected Type3 Message:\n"); printf("%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. CkNtlm_Dispose(ntlmClient); CkNtlm_Dispose(ntlmServer); } |
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