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Pascal (Lazarus/Delphi)

NTLM Client and Server Code

See more NTLM Examples

Demonstrates the NTLM authentication algorithm for both client and server.

Chilkat Pascal (Lazarus/Delphi) Downloads

Pascal (Lazarus/Delphi)
program ChilkatDemo;

// Demonstrates using the Chilkat Pascal wrapper via the C bridge DLL.
// Builds as a console application under Lazarus (FPC) or Delphi.

{$IFDEF FPC}
  {$MODE DELPHI}
{$ENDIF}
{$APPTYPE CONSOLE}

uses
  {$IFDEF UNIX}
  cthreads,
  {$ENDIF}
  SysUtils,
  CkDllLoader,
  Chilkat.Ntlm;

// ---------------------------------------------------------------------------

procedure RunDemo;
var
  success: Boolean;
  ntlmClient: TNtlm;
  ntlmServer: TNtlm;
  type1Msg: string;
  type1Info: string;
  type2Msg: string;
  type2Info: string;
  type3Msg: string;
  clientUsername: string;
  expectedType3Msg: string;

begin
  success := False;

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

  ntlmClient := TNtlm.Create;
  ntlmServer := TNtlm.Create;

  //  The NTLM protocol begins by the client sending the server
  //  a Type1 message. 

  ntlmClient.Workstation := 'MyWorkstation';
  type1Msg := ntlmClient.GenType1();

  WriteLn('Type1 message from client to server:');
  WriteLn(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 := ntlmServer.ParseType1(type1Msg);

  WriteLn('---');
  WriteLn(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).
  ntlmServer.TargetName := 'myAuthRealm';

  type2Msg := ntlmServer.GenType2(type1Msg);
  if (ntlmServer.LastMethodSuccess <> True) then
    begin
      WriteLn(ntlmServer.LastErrorText);
      Exit;
    end;

  WriteLn('Type2 message from server to client:');
  WriteLn(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 := ntlmClient.ParseType2(type2Msg);

  WriteLn('---');
  WriteLn(type2Info);

  //  The client will now generate the final Type3 message to be sent to the server.
  //  This requires the Username and Password:
  ntlmClient.UserName := 'test123';
  ntlmClient.Password := 'myPassword';

  type3Msg := ntlmClient.GenType3(type2Msg);
  if (ntlmClient.LastMethodSuccess <> True) then
    begin
      WriteLn(ntlmClient.LastErrorText);
      Exit;
    end;

  WriteLn('Type3 message from client to server:');
  WriteLn(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 := ntlmServer.LoadType3(type3Msg);
  if (success <> True) then
    begin
      WriteLn(ntlmServer.LastErrorText);
      Exit;
    end;

  //  The Username property now contains the username that was embedded within
  //  the Type3 message.  It can be used to lookup the password.
  clientUsername := ntlmServer.UserName;

  //  For this example, we'll simply set the password to a literal string:
  ntlmServer.Password := 'myPassword';

  //  The server may generate the Type3 message again, using the client's correct
  //  password:
  expectedType3Msg := ntlmServer.GenType3(type2Msg);

  WriteLn('Expected Type3 Message:');
  WriteLn(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.


  ntlmClient.Free;
  ntlmServer.Free;

end;

// ---------------------------------------------------------------------------

begin

  try
    RunDemo;
  except
    on E: Exception do
      WriteLn('Unhandled exception: ', E.ClassName, ': ', E.Message);
  end;

  WriteLn;
  {$IFDEF MSWINDOWS}
  WriteLn('Press Enter to exit...');
  ReadLn;
  {$ENDIF}
end.