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oStella

oStella is a Java service that fetches osu! data and exposes simple HTTP endpoints for status, multiplayer info, and rendered osu! images.

It is the backend for Seira bot, and also provides a standalone API for other clients to consume.

What You Get

  • PNG score panels for best and recent scores, beatmap, beatmapset, and so on!
  • PNG score analysis for a specific score
  • PNG player comparison leaderboard endpoint (/maplb, /leaderboard)
  • Replay video generation for solo and multiplayer replay showcases (/replay)
  • Current multiplayer room info endpoint (/mp)
  • Current daily challenge endpoint (/daily)
  • Health endpoint (/status)
  • Automatic OAuth token renewal for osu! API

Here are some demo:

Best-of-N

image

Beatmap Card

image

Group Leaderboard

image

Score Card

image

Score Analysis

image

Miss Analysis

image

Beatmapset Card

image

Replay Video

image image

Prerequisites

  • JDK 25
  • Maven 3.9+
  • osu! OAuth app credentials (client_id, client_secret)

Quick Start

  1. Copy default config file in the project root.
  2. Install Playwright dependencies if not already present.
  3. Launch the app.
  4. Call an endpoint.

1) Create config.yml

The default config file is generated as config.yml when you first start the service. You can also copy the example config from ostella-example-config.yml

2) Install Playwright Dependencies

mvn exec:java -e -Dexec.mainClass=com.microsoft.playwright.CLI -Dexec.args="install-deps"

3) Launch

mvn -U clean compile exec:java

4) Call an Endpoint

curl "http://localhost:8721/bo?u=12345678&n=20" --output best_of_20.png

Endpoints

Base URL: http://localhost:<OSTELLA_PORT>

Most JSON endpoints return: {"success": boolean, "message": string, "data": any}. Image endpoints return PNG bytes. Replay download returns video/mp4.

Beatmaps

Method Path Purpose Params / POST Body Response
GET /beatmaps/lookup Resolve beatmap IDs See section below JSON
GET /beatmaps/{beatmapId} Beatmap card image path beatmapId (+ optional query param mod) PNG
POST /beatmaps/{beatmapId}/leaderboards Compare players on one beatmap path beatmapId + POST Body {"uids":[user ids]} PNG

Beatmapsets

Method Path Purpose Params / POST Body Response
GET /beatmapsets/lookup Resolve beatmapset IDs See section below JSON
GET /beatmapsets/search Search beatmapsets q (search keyword) JSON
GET /beatmapsets/{beatmapsetId} Beatmapset card image path beatmapsetId PNG
GET /beatmapsets/{beatmapsetId}/download Download beatmapset path beatmapsetId OSZ

Scores

Method Path Purpose Params / POST Body Response
GET /scores/lookup Resolve score IDs See section below JSON
GET /scores/{scoreId} Score card image path scoreId PNG
GET /scores/{scoreId}/analysis Score analysis card image path scoreId PNG
GET /scores/{scoreId}/highlight 20s highlight range of a score path scoreId JSON
GET /scores/{scoreId}/misses List the misses of the score path scoreId JSON
GET /scores/{scoreId}/misses/{missIndex}/visualize Visualize misses path scoreId missIndex PNG

Multiplayer Rooms

Method Path Purpose Params / POST Body Response
GET /multiplayer/rooms/current Current multiplayer room Requires Authorization Header JSON
GET /multiplayer/rooms/current/item Current room playlist item Requires Authorization Header JSON

Users

Method Path Purpose Params / POST Body Response
POST /users Get multiple user data POST Body {"ids":[user ids]} JSON
GET /users/me User data Requires Authorization Header JSON
GET /users/me/friends Friends list for user Requires Authorization Header JSON
POST /users/leaderboards User PP leaderboard image {"uids":[user ids]} PNG
GET /users/{userId}/scores/bestof Best-of-N scores image path userId, query n (count) PNG
GET /users/{userId}/scores/recent Recent scores image path userId, query n (count) PNG

Replays (enabled only when danserPath is configured)

Method Path Purpose Params / POST Body Response
GET /replays/status Replay renderer overview none JSON
POST /replays/renders/score/{scoreId} Queue single replay render path scoreId 202 JSON
POST /replays/renders/showcase/scores Queue multi-score showcase render POST Body {"ids":[score ids]} 202 JSON
POST /replays/renders/showcase/{beatmapId} Queue multi-score showcase render path beatmapId + POST Body {"ids":[user ids]} 202 JSON
GET /replays/{jobId}/status Get render job state path {jobId} JSON
GET /replays/{jobId}/video Download rendered video path {jobId} video/mp4
DELETE /replays/{jobId}/video Remove rendered video and job metadata path {jobId} text

Miscellaneous

Method Path Purpose Params / POST Body Response
GET /daily Current daily challenge room summary none JSON
GET /health Service health and osu! API health none JSON

Lookup Params

Looking up beatmaps, beatmapsets, or scores by explicit ID:

  • m = map ID
  • s = score ID
  • ms = mapset ID
  • i = index for mapset (e.g., i=0 for the first map in a mapset, i=1 for the second, etc.)

You can look up a score's beatmap and beatmapset, a beatmap's beatmapset, or a beatmapset's beatmaps by including the index i in the query parameters. You can also look up the score of a beatmap, or the beatmap index of a beatmapset.

Looking up beatmaps, beatmapset, or scores by a user and index (e.g., best-of-N):

  • of = score type
  • i = index (for bo rs rp, which score index to return)
  • u = user ID
Score Types for of parameter:
  • bo - best scores
  • rs - recent scores
  • rp - recent passed scores
  • mp - current multiplayer playlist item

Examples

  • /beatmaps/lookup?m=12345678 - Look up beatmap by map ID
  • /beatmaps/lookup?ms=12345678&i=0 - Look up the first beatmap of a beatmapset
  • /beatmaps/lookup?s=12345678 - Look up the beatmap of a score
  • /beatmaps/lookup?of=bo&i=0&u=12345678 - Look up the beatmap of a user's best score #1
  • /beatmapsets/lookup?ms=12345678 - Look up beatmapset by mapset ID
  • /beatmapsets/lookup?m=12345678 - Look up the beatmapset of a beatmap
  • /beatmapsets/lookup?of=mp - Look up the beatmapset of the current multiplayer playlist item
  • /scores/lookup?of=rs&i=2&u=12345678 - Look up the score ID of a user's recent score #3
  • /scores/lookup?s=12345678 - Look up score by score ID

Cache Behavior

oStella caches downloaded assets on disk to reduce repeated upstream requests.

  • Beatmap files used for difficulty/PP calculation are cached in data/cache/beatmap/.
  • Remote images used by templates (avatars, covers, flags) are cached in data/cache/image/.
  • Image cache keys are generated from the image URL, so the same URL reuses the same cached file.
  • Cache is file-based and persists across restarts.
  • Public HTTP endpoints currently use on-demand caching (download when missing).

To clear cache, stop the service and remove files under data/cache/; they will be re-downloaded on future requests.

Build Artifacts

mvn clean package generates:

  • target/oStella-{version}.jar
  • target/oStella-{version}-jar-with-dependencies.jar

Playwright Note

Image rendering depends on Playwright Chromium. If your environment is missing browser binaries, when first started, Playwright will attempt to download them.

Performance & Requirements

oStella is designed to be highly concurrent, but its resource usage scales directly with how you configure its rendering features. The core web server is incredibly lightweight, but image (Playwright/Chromium) and video (Danser) rendering require careful hardware consideration.

Minimum System Requirements

  • CPU: 2+ Cores (4+ Cores heavily recommended if video rendering is enabled)
  • RAM: 2 GB minimum (4 GB recommended for stable multi-worker rendering)
  • Storage: 5+ GB free space (for caching osu! beatmaps, replays, and rendered videos)

RAM Usage

Memory consumption is strictly controlled by your worker pool configurations. By default, oStella prevents Out-Of-Memory crashes by queuing requests rather than spawning infinite browser instances.

  • Core Java Server: ~250MB - 500MB (depending on JVM garbage collection and cache size).
  • Image Rendering (Playwright/Chromium): ~100MB - 150MB per active worker. If you configure ostella.renderWorkers: 4, expect Chromium to reserve up to ~600MB of RAM under peak load.
  • Video Rendering (Danser): ~200MB - 300MB per active Danser instance during an active render.

CPU Usage

  • API Routing & Network: Near 0% CPU impact. Asynchronous request handling allows the server to idle efficiently.
  • Image Rendering: Moderate, bursty CPU usage. Chromium utilizes separate OS processes for rendering, meaning concurrent image requests will actively utilize multiple CPU cores for brief moments.
  • Video Rendering (Replays): Extreme CPU usage. Software encoding (e.g., libx264) will easily pin your CPU to 100%.

Low Resource Environments?

If you are running oStella on a low-resource environment (e.g., 2GB RAM, 2 CPU cores), it is crucial to:

  1. Limit your Playwright worker pool to 2 or 3 to prevent memory exhaustion.
  2. Avoid enabling video rendering or limit it to a single worker with hardware encoding.
  3. Monitor your server's resource usage closely, especially under load, to ensure it remains responsive

Logs

Log files are written to logs/:

  • latest.log (application logs)
  • javalin-server.log (Javalin/Jetty logs)
  • danser.log (Danser-CLI logs)
  • rolled *.log.gz archives

License

MIT. See LICENSE.

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An osu! data graph generate API.

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