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Xbase++

NTLM Client and Server Code

See more NTLM Examples

Demonstrates the NTLM authentication algorithm for both client and server.

Chilkat Xbase++ Downloads

Xbase++
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()