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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 FreeBSD C++ Libraries HP-UX C++ Libraries BlackBerry QNX C++ Libraries // Needs #include <CkNtlm.h> CkString strOut; CkNtlm ntlmClient; bool success; success = ntlmClient.UnlockComponent("Anything for 30-day trial"); if (success != true) { strOut.append(ntlmClient.lastErrorText()); strOut.append("\r\n"); SetDlgItemText(IDC_EDIT1,strOut.getUnicode()); return; } // UnlockComponent only needs to be called once on the 1st object instance. CkNtlm ntlmServer; // The NTLM protocol begins by the client sending the server // a Type1 message. const char * type1Msg; ntlmClient.put_Workstation("MyWorkstation"); type1Msg = ntlmClient.genType1(); strOut.append("Type1 message from client to server:"); strOut.append("\r\n"); strOut.append(type1Msg); strOut.append("\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; type1Info = ntlmServer.parseType1(type1Msg); strOut.append("---"); strOut.append("\r\n"); strOut.append(type1Info); strOut.append("\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; type2Msg = ntlmServer.genType2(type1Msg); if (type2Msg == 0 ) { strOut.append(ntlmServer.lastErrorText()); strOut.append("\r\n"); SetDlgItemText(IDC_EDIT1,strOut.getUnicode()); return; } strOut.append("Type2 message from server to client:"); strOut.append("\r\n"); strOut.append(type2Msg); strOut.append("\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; type2Info = ntlmClient.parseType2(type2Msg); strOut.append("---"); strOut.append("\r\n"); strOut.append(type2Info); strOut.append("\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; type3Msg = ntlmClient.genType3(type2Msg); if (type3Msg == 0 ) { strOut.append(ntlmClient.lastErrorText()); strOut.append("\r\n"); SetDlgItemText(IDC_EDIT1,strOut.getUnicode()); return; } strOut.append("Type3 message from client to server:"); strOut.append("\r\n"); strOut.append(type3Msg); strOut.append("\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) { strOut.append(ntlmServer.lastErrorText()); strOut.append("\r\n"); SetDlgItemText(IDC_EDIT1,strOut.getUnicode()); 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; 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; expectedType3Msg = ntlmServer.genType3(type2Msg); strOut.append("Expected Type3 Message:"); strOut.append("\r\n"); strOut.append(expectedType3Msg); strOut.append("\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. SetDlgItemText(IDC_EDIT1,strOut.getUnicode()); |
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