I'm playing around with a native (non-web) single-player game I'm writing, and it occured to me that having a daily/weekly/all-time online highscore list (think Xbox Live Leaderboard) would make the game much more interesting, adding some (small) amount of community and competition. However, I'm afraid people would see such a feature as an invitation to hacking, which would discourage regular players due to impossibly high scores.
I thought about the obvious ways of preventing such attempts (public/private key encryption, for example), but I've figured out reasonably simple ways hackers could circumvent all of my ideas (extracting the public key from the binary and thus sending fake encrypted scores, for example).
Have you ever implemented an online highscore list or leaderboard? Did you find a reasonably hacker-proof way of implementing this? If so, how did you do it? What are your experiences with hacking attempts?
At the end of the day, you are relying on trusting the client. If the client sends replays to the server, it is easy enough to replicable or modify a successful playthrough and send that to the server.
Your best bet is to raise the bar for cheating above what a player would deem worth surmounting. To do this, there are a number of proven (but oft-unmentioned) techniques you can use: