Well, I went to the GNU IRC channel to ask about this...
GNU GPLv2, you don't have to provide passwords (for server virtual host, encryption, etc.). in source code
GNU GPLv3, you have too (I would like to use this one).
At least, that's what they said, just community users.
But, they gave me some good suggestions.
For submitting a highscore, I will track all keystrokes/etc. Send this to the server which will then play the game using those keystrokes/etc. and compare the highscore submitted by the player to the one my server program creates (and have like a 1% tolerance or something). I could probably make it where it isn't the actual game, just a simulation stepping through the keystrokes one frame at a time with the level loaded (no drawing obviously). To try and prevent submission overload, I could log IP/macaddress and stuff to prevent how many times you can submit a highscore in a day (this is weak security as people can use proxies, etc., but still there). Also, I could provide some type of randomness in points so that you can't get the exact same score as someone else, could be hard on server side. Anyway, I think that the first 2 sentences will be sufficient.
For games that play online, if a bullet is shot for example, on the server side there is a limit to number of bullets shots, and it would record the player's position at all time so can make sure it doesn't change wildy from 0,0 to 180,180. I will figure out other stuff for everything somehow

Thanx guys for the replies; if you have any good ideas about preventing cheating, please let me know here